The Dink Network

Beginning of Evil v2.0

March 11th 2004, 02:03 PM
custom_magicman.gif
magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Well, I started working again on this one. A bit late, but oh well. This will get finished!! Just to be sure, I won't drop this project as I did with Dink Racer.

Now, this post here isn't for nothing in the Help Wanted category. Euhm wait a minute, it isn't... Well, it was supposed to be, but it's too big a rant to place it there. Anyway, why would it have been there? Well? It's because I need your advise. I've read through the file discussion of it, through all e-mails I've got about it and all PM's. I came to this conclusion, in no particular order:

1) Repetitive.
2) Frustrating.
3) Bugs.

Since I'm too lazy to completely rewrite the first two stories, the repetitiveness of them will not change. However, I placed more small hearts and made the enemies less tough. I tried to make the other stories more diverse in things to do, but I think I failed again.

I've made a shortcut in the dreaded Priest Spiral and, as I said before, addes hearts and lowered enemy stats. This should make it less frustrating. It's still frustrating, but that's what I wanted the first two dungeons/caves to be Just an ode to Zelda. I spent like two days to find the crack in the wall in the last dungeon of Link's Awakening. And another two days to figure out how to beat the boss of it. Yeah, these were good times... Anyway, back to my rant.

About the bugs, I can be short. Every bug that has been reported is fixed, except for game freezes. I checked the scripts for the mini-boss in lvl1, but I couldn't find a thing. Maybe variable overflow due to too much create_sprite()'s. Anyway, I'll release the source code with it, so anyone can take a look at it. I really don't see anything that can go wrong. The knight-and-well bug has been fixed. I flooded the whole script with storychecks so it's almost impossible to let it crash the old fashioned way.

Now comes the part (finally) where you come in. When I read the File-discussion, there were some good points too. Like innovativeness, and personally I think it's a compliment too if it's impossible with cheats/bugs . But now, would you like to see something added? I have some ideas left, and sephirot helped me with the Final Dungeon. But things would soon get very repetitive. Hit this, go there, pick up that, walk back, kill something, push a rock, more killin' etc.

If you're gonna answer "Hey, if you don't have any ideas, don't go further and release it right now. With one dungeon less if you must." Well, I'll answer something like this "It's not like that. I've still got a lot of ideas, but they're all just different ways of killing things. That bores quite soon. I just want to make a DMod that's fun to play and that's full." And of course I find it challenging to do more complex scripting. I mean, it's more rewarding when a complex scripted boss like the stone dude from level 1 works and is fun to play that to do just an 'ordinary' wizard dude that's fun to play.

Summary:

- I've greatly improved things. It's a lot easier now.
- I need advise on what sort of things to add to the Final Dungeon.

I can't promise that everything suggested will be added, but I'll try

Congrats you've read through my rant, now go suggest things!!
March 18th 2004, 02:26 PM
custom_magicman.gif
magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
A week later, still no replies... Nobody has any ideas???

It'll be a very boring dungeon then, if it's created out of just one person's mind
March 18th 2004, 05:57 PM
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safmoor
Peasant He/Him
 
Dungeons are supposed to be a place of torture.