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Reply to Re: Some self-indulgence

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June 17th 2012, 09:23 AM
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And original Dink is riveting gameplay? Or point and click Diablo?

Yes, I actually quite like the gameplay in Original Dink. I thought it was great when I initially got into Dink. It does get boring dmod after dmod, but it's easy to add more to, by e.g. creating new monster abilities (like enemy shoot). I don't like the bows though.

Diablo not so much, but it's okay... If MouseDink worked equally well to Diablo, I don't think I would have much to complain.

Besides the gameplay is a secondary issue to MouseDink because MouseDink is the set of scripts that make it work. The gameplay is a relatively easy to optimise thing on top of that.

In that case, I really hope you'd have optimized it. As I see it, gameplay is of foremost concern: All the coding in the world is meaningless if the end result doesn't work well. I'm also not convinced it's that simple, that there aren't fundamental problems with improving many things in the gameplay. (E.g. changing it so that you could click monsters/NPCs on the head instead of the feet)

Did you read my post?

The difficulty in creating a mouse based Dink game is a number of difficult problems that I offered novel solutions to in MouseDink. If someone else created a mouse-controlled DMOD it would by necessity use the same scripting technologies. But the scripting technologies are MouseDink. The other DMOD would be MouseDink with different gameplay.


It didn't really address this. Innovations that are difficult to imagine doing otherwise (for action/RPG type gameplay):
* using a giant button that covers the entire screen to detect clicks
* using wait_for_button() to detect keyboard strokes
* ?