Gameplay innovation
Help me out here - what D-Mods have managed to innovate in terms of gameplay style? I'm not talking so much about things like the Basement mod, but simple things in D-Mods that have significantly altered the gameplay.
I can only think of a few off the top of my head...
1) Ed the SCV, all of the weapons having to be charged - that altered the gameplay dynamic significantly. Although not for the better in my opinion, but nevermind
2) Legend of Tenjin, with the vanishing hearts, which introduced a new element of timing to the combat.
3) Prophecy of the Ancients, which had a whole load of spells that changed the flow - ice magic in particular. Few d-mods have done this.
Any more? Just out of curiosity really, although I'd like to see some of the ideas people had come up with to know the innovation inside the community.
I can only think of a few off the top of my head...
1) Ed the SCV, all of the weapons having to be charged - that altered the gameplay dynamic significantly. Although not for the better in my opinion, but nevermind
2) Legend of Tenjin, with the vanishing hearts, which introduced a new element of timing to the combat.
3) Prophecy of the Ancients, which had a whole load of spells that changed the flow - ice magic in particular. Few d-mods have done this.
Any more? Just out of curiosity really, although I'd like to see some of the ideas people had come up with to know the innovation inside the community.
: Any more? Just out of curiosity really, although I'd like to see some of the ideas people had come up with to know the innovation inside the community.
I wouldn't call it innovation, but the conversations in CC are very different to anything else.
: : Any more? Just out of curiosity really, although I'd like to see some of the ideas people had come up with to know the innovation inside the community.
: I wouldn't call it innovation, but the conversations in CC are very different to anything else.
: I wouldn't call it innovation, but the conversations in CC are very different to anything else.
dang, post screwed up. Anyway...
CC may have had unique elements, but in no way did it alter the game dynamic. Every D-Mod has it's own unique style, and that's not what I'm looking for.
And if you keep plugging your/our mods in such a ridiculous manner then I'll be forced to drop you out of the window. Idjit.
CC may have had unique elements, but in no way did it alter the game dynamic. Every D-Mod has it's own unique style, and that's not what I'm looking for.
And if you keep plugging your/our mods in such a ridiculous manner then I'll be forced to drop you out of the window. Idjit.
: Help me out here - what D-Mods have managed to innovate in terms of gameplay style? I'm not talking so much about things like the Basement mod, but simple things in D-Mods that have significantly altered the gameplay.
: I can only think of a few off the top of my head...
: 1) Ed the SCV, all of the weapons having to be charged - that altered the gameplay dynamic significantly. Although not for the better in my opinion, but nevermind
: 2) Legend of Tenjin, with the vanishing hearts, which introduced a new element of timing to the combat.
: 3) Prophecy of the Ancients, which had a whole load of spells that changed the flow - ice magic in particular. Few d-mods have done this.
: Any more? Just out of curiosity really, although I'd like to see some of the ideas people had come up with to know the innovation inside the community.
Well, I have a bunch of stuff that will be different, like uhm.. futuristic weaponry..
and a new hero... o_O O_o
: I can only think of a few off the top of my head...
: 1) Ed the SCV, all of the weapons having to be charged - that altered the gameplay dynamic significantly. Although not for the better in my opinion, but nevermind
: 2) Legend of Tenjin, with the vanishing hearts, which introduced a new element of timing to the combat.
: 3) Prophecy of the Ancients, which had a whole load of spells that changed the flow - ice magic in particular. Few d-mods have done this.
: Any more? Just out of curiosity really, although I'd like to see some of the ideas people had come up with to know the innovation inside the community.
Well, I have a bunch of stuff that will be different, like uhm.. futuristic weaponry..
and a new hero... o_O O_o
: CC may have had unique elements, but in no way did it alter the game dynamic. Every D-Mod has it's own unique style, and that's not what I'm looking for.
: And if you keep plugging your/our mods in such a ridiculous manner then I'll be forced to drop you out of the window. Idjit.
You muppet! I said it wasn't innovation, but it IS different to what other d-mods do - which is in itself innovative - sort of anyway...
And what do you mean by "plugging" anyway? It's not like I have just said CC is the best game ever, is it? And just try dropping me out of a window, I'm bigger than you, remember?
: And if you keep plugging your/our mods in such a ridiculous manner then I'll be forced to drop you out of the window. Idjit.
You muppet! I said it wasn't innovation, but it IS different to what other d-mods do - which is in itself innovative - sort of anyway...
And what do you mean by "plugging" anyway? It's not like I have just said CC is the best game ever, is it? And just try dropping me out of a window, I'm bigger than you, remember?
: Help me out here - what D-Mods have managed to innovate in terms of gameplay style? I'm not talking so much about things like the Basement mod, but simple things in D-Mods that have significantly altered the gameplay.
: I can only think of a few off the top of my head...
: 1) Ed the SCV, all of the weapons having to be charged - that altered the gameplay dynamic significantly. Although not for the better in my opinion, but nevermind
: 2) Legend of Tenjin, with the vanishing hearts, which introduced a new element of timing to the combat.
: 3) Prophecy of the Ancients, which had a whole load of spells that changed the flow - ice magic in particular. Few d-mods have done this.
: Any more? Just out of curiosity really, although I'd like to see some of the ideas people had come up with to know the innovation inside the community.
Weird... I wouldn't consider Ed the SCV as having any Gameplay Innovations at all... it would be the same if Dink just had bows to choose from.
Unfortunatly... I looked over the list of D-Mods and the only other Gameplay innovations I could find were from my own D-Mods... I remember them the most, and I don't really remember the others very well.
In any case, I think StarDink and Alliance Command should get (some very minor) credit for introducing enemies that fired ranged weapons. That made things a bit more interesting.
And FIAT v0.99 had a couple. Multiple-items-in-one-slot, elemental damage, and... um... something. Oh yeah, Mana Potions. FIAT v1.00 will have a lot more. And H.R. will be all innovation.
: I can only think of a few off the top of my head...
: 1) Ed the SCV, all of the weapons having to be charged - that altered the gameplay dynamic significantly. Although not for the better in my opinion, but nevermind
: 2) Legend of Tenjin, with the vanishing hearts, which introduced a new element of timing to the combat.
: 3) Prophecy of the Ancients, which had a whole load of spells that changed the flow - ice magic in particular. Few d-mods have done this.
: Any more? Just out of curiosity really, although I'd like to see some of the ideas people had come up with to know the innovation inside the community.
Weird... I wouldn't consider Ed the SCV as having any Gameplay Innovations at all... it would be the same if Dink just had bows to choose from.
Unfortunatly... I looked over the list of D-Mods and the only other Gameplay innovations I could find were from my own D-Mods... I remember them the most, and I don't really remember the others very well.
In any case, I think StarDink and Alliance Command should get (some very minor) credit for introducing enemies that fired ranged weapons. That made things a bit more interesting.
And FIAT v0.99 had a couple. Multiple-items-in-one-slot, elemental damage, and... um... something. Oh yeah, Mana Potions. FIAT v1.00 will have a lot more. And H.R. will be all innovation.
Mystery Island - with the sharks and moving a ship
SOB - the riddles, let you type in answers rather than choose from a list of multiple choice
That's all I can think of right now
SOB - the riddles, let you type in answers rather than choose from a list of multiple choice
That's all I can think of right now
How could you possibly miss out the first word? I'm talking about gameplay innovation, not dialogue quirks.
: Weird... I wouldn't consider Ed the SCV as having any Gameplay Innovations at all... it would be the same if Dink just had bows to choose from.
Ah, but that would have been an innovative element in itself, you see? It alters the fashion in which the game plays in a significant manner. Or, at least, I think so.
: And FIAT v0.99 had a couple. Multiple-items-in-one-slot, elemental damage, and... um... something. Oh yeah, Mana Potions. FIAT v1.00 will have a lot more. And H.R. will be all innovation.
Yes, of course, although some of these were fairly redundant in the main game - the mana potions in particular. The elemental damage system was good, although it only really came into play when there were multiple element types about. And the multiple elixers to a slot system definitely has potential, particularly when bound to a hotkey - if FIAT 1 is hardcore enough to necessitate their use, that is
Oh, and the earth knight introduced a level of though to the combat dynamic - very nice.
Ah, but that would have been an innovative element in itself, you see? It alters the fashion in which the game plays in a significant manner. Or, at least, I think so.
: And FIAT v0.99 had a couple. Multiple-items-in-one-slot, elemental damage, and... um... something. Oh yeah, Mana Potions. FIAT v1.00 will have a lot more. And H.R. will be all innovation.
Yes, of course, although some of these were fairly redundant in the main game - the mana potions in particular. The elemental damage system was good, although it only really came into play when there were multiple element types about. And the multiple elixers to a slot system definitely has potential, particularly when bound to a hotkey - if FIAT 1 is hardcore enough to necessitate their use, that is
Oh, and the earth knight introduced a level of though to the combat dynamic - very nice.
: Mystery Island - with the sharks and moving a ship
: SOB - the riddles, let you type in answers rather than choose from a list of multiple choice
: That's all I can think of right now
Okaly-D Dink, hehe...
Not the one out right now, don't touch that one...just uh, wait for me to get off my lazy ass and release a new demo, it'll have a lot...enough for all the stupid hype i've thrown around for probebly a year now...really
: SOB - the riddles, let you type in answers rather than choose from a list of multiple choice
: That's all I can think of right now
Okaly-D Dink, hehe...
Not the one out right now, don't touch that one...just uh, wait for me to get off my lazy ass and release a new demo, it'll have a lot...enough for all the stupid hype i've thrown around for probebly a year now...really
: How could you possibly miss out the first word? I'm talking about gameplay innovation, not dialogue quirks.
So the dialogue is not part of te gameplay? So that should be ignored when deciding how fun a game is to play? It IS gameplay innovation, in a way. And don't forget that I said in my first post that it wasn't REALLY innovation (I just wanted to post here). And therefore I win all arguments hands down, as you are arguing a null point.
Stick that in your pipe and smoke it!
So the dialogue is not part of te gameplay? So that should be ignored when deciding how fun a game is to play? It IS gameplay innovation, in a way. And don't forget that I said in my first post that it wasn't REALLY innovation (I just wanted to post here). And therefore I win all arguments hands down, as you are arguing a null point.
Stick that in your pipe and smoke it!
: So the dialogue is not part of te gameplay? So that should be ignored when deciding how fun a game is to play? It IS gameplay innovation, in a way. And don't forget that I said in my first post that it wasn't REALLY innovation (I just wanted to post here). And therefore I win all arguments hands down, as you are arguing a null point.
Did it change the fashion conversations are carried out? No. It changed NOTHING. It was a stylistic mark, and if you're going to call stylistic marks innovation, then you may as well call the save point pillbug in Quest for Cheese innovative.
And if you knew that what you were saying was a null point, then why did you bother posting in the first place?
Did it change the fashion conversations are carried out? No. It changed NOTHING. It was a stylistic mark, and if you're going to call stylistic marks innovation, then you may as well call the save point pillbug in Quest for Cheese innovative.
And if you knew that what you were saying was a null point, then why did you bother posting in the first place?
: : So the dialogue is not part of te gameplay? So that should be ignored when deciding how fun a game is to play? It IS gameplay innovation, in a way. And don't forget that I said in my first post that it wasn't REALLY innovation (I just wanted to post here). And therefore I win all arguments hands down, as you are arguing a null point.
: Did it change the fashion conversations are carried out?
Yes it does. It has many multiple choices, returns to the conversation menu after a choice, describes the NPC etc
: And if you knew that what you were saying was a null point, then why did you bother posting in the first place?
Read my post, and you will find out. Duh...
: Did it change the fashion conversations are carried out?
Yes it does. It has many multiple choices, returns to the conversation menu after a choice, describes the NPC etc
: And if you knew that what you were saying was a null point, then why did you bother posting in the first place?
Read my post, and you will find out. Duh...
: : Did it change the fashion conversations are carried out?
: Yes it does. It has many multiple choices, returns to the conversation menu after a choice, describes the NPC etc
That doesn't change the conversation - just gives you a choice. It doesn't alter the dynamic in any way. Besides which, it's about as original as ducks that explode - it was in the original Dink, as I recall, and was implemented much better in Arithia 2. The only new thing CC had was the description, which is a stylistic element and doesn't change the function in any way.
: : And if you knew that what you were saying was a null point, then why did you bother posting in the first place?
: Read my post, and you will find out. Duh...
This is your post :-
>I wouldn't call it innovation, but the >conversations in CC are very different to >anything else.
Nope, no point there whatsover.
: Yes it does. It has many multiple choices, returns to the conversation menu after a choice, describes the NPC etc
That doesn't change the conversation - just gives you a choice. It doesn't alter the dynamic in any way. Besides which, it's about as original as ducks that explode - it was in the original Dink, as I recall, and was implemented much better in Arithia 2. The only new thing CC had was the description, which is a stylistic element and doesn't change the function in any way.
: : And if you knew that what you were saying was a null point, then why did you bother posting in the first place?
: Read my post, and you will find out. Duh...
This is your post :-
>I wouldn't call it innovation, but the >conversations in CC are very different to >anything else.
Nope, no point there whatsover.
: This is your post :-
: >I wouldn't call it innovation, but the >conversations in CC are very different to >anything else.
: Nope, no point there whatsover.
Not that post!! I don't know why I bother...
: >I wouldn't call it innovation, but the >conversations in CC are very different to >anything else.
: Nope, no point there whatsover.
Not that post!! I don't know why I bother...
: : This is your post :-
: : >I wouldn't call it innovation, but the >conversations in CC are very different to >anything else.
: : Nope, no point there whatsover.
: Not that post!! I don't know why I bother...
You mean this one?
>And don't forget that I said in my first post that it wasn't REALLY innovation (I just wanted to post here).
Where you admitted that you just spam the boards for no reason whatsoever? No wonder you're so popular.
: : >I wouldn't call it innovation, but the >conversations in CC are very different to >anything else.
: : Nope, no point there whatsover.
: Not that post!! I don't know why I bother...
You mean this one?
>And don't forget that I said in my first post that it wasn't REALLY innovation (I just wanted to post here).
Where you admitted that you just spam the boards for no reason whatsoever? No wonder you're so popular.
: Where you admitted that you just spam the boards for no reason whatsoever? No wonder you're so popular.
Spam the boards? Don't make me laugh!! And who are you to say who's popular? I have more friends on the network than you do!! And I was bringing up a semi-relevant point, so it's not no reason.
So stop being so petty and pathetic.
Spam the boards? Don't make me laugh!! And who are you to say who's popular? I have more friends on the network than you do!! And I was bringing up a semi-relevant point, so it's not no reason.
So stop being so petty and pathetic.
: : Where you admitted that you just spam the boards for no reason whatsoever? No wonder you're so popular.
: Spam the boards? Don't make me laugh!! And who are you to say who's popular? I have more friends on the network than you do!! And I was bringing up a semi-relevant point, so it's not no reason.
: So stop being so petty and pathetic.
Yep, this would be the right time to continue this conversation via email. No? Come on, guys
: Spam the boards? Don't make me laugh!! And who are you to say who's popular? I have more friends on the network than you do!! And I was bringing up a semi-relevant point, so it's not no reason.
: So stop being so petty and pathetic.
Yep, this would be the right time to continue this conversation via email. No? Come on, guys
: : : Where you admitted that you just spam the boards for no reason whatsoever? No wonder you're so popular.
: : Spam the boards? Don't make me laugh!! And who are you to say who's popular? I have more friends on the network than you do!! And I was bringing up a semi-relevant point, so it's not no reason.
Not semi-relevant, irrelevant, for reasons already mentioned. Knowing that you post for no reason is no excuse for doing so.
: : So stop being so petty and pathetic.
: Yep, this would be the right time to continue this conversation via email. No? Come on, guys
Very true. I had hoped that there was an element of intelligent debate here, but it appears that I was mistaken.
: : Spam the boards? Don't make me laugh!! And who are you to say who's popular? I have more friends on the network than you do!! And I was bringing up a semi-relevant point, so it's not no reason.
Not semi-relevant, irrelevant, for reasons already mentioned. Knowing that you post for no reason is no excuse for doing so.
: : So stop being so petty and pathetic.
: Yep, this would be the right time to continue this conversation via email. No? Come on, guys
Very true. I had hoped that there was an element of intelligent debate here, but it appears that I was mistaken.
: Not semi-relevant, irrelevant, for reasons already mentioned. Knowing that you post for no reason is no excuse for doing so.
Your wrong there, it IS semi-relevant. So get out from up your own arse and admit you are the teeniest bit wrong.
: Very true. I had hoped that there was an element of intelligent debate here, but it appears that I was mistaken.
Intelligent debate?? What do you think this is? Question Time?? And besides, you hardly gave any opportunity for a discussion, what with hardly anyone answering yor post, and when I did, you just rejected it.
But I can't be bothered with this argument anymore. It's just silly. And if you want intelligent conversations, don't keep answering with complete rubbish.