The Dink Network

Reply to Re: Dmod preferences

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
December 23rd 2015, 10:38 PM
dinkdead.gif
millimeter
Peasant He/Him Canada
Millimeter is Wee-Lamm, Recording Artist. :-) 
I think the use of Say vs Say_stop vs cut scenes, should reflect how important the information is. Cut scenes can be used for entertainment in some cases, but the longer we are stuck in a conversation it should increase the dramatic impact rather than simply make it take longer to get through the experience.

From playing the original DMod Seth provided with the engine, I don't recall having to bash the spacebar 73 times to finish talking to a single npc, and I don't recall any one conversation being so long that I forgot the important bit of info, long before I could move again.

I think too, that when we have a task to complete then the npc that gave us a clue, should be able to repeat the essential bits in case we couldn't decipher the clue the first 2 of 50 times.

I think obstacles can have a positive impact on combat when used rightly, but not excessively. Compare the first slime we encounter in the original game to some of these over-grown forests with several enemies. That 1 slime got my adrenaline up a bit as I learned it's combat style. On the other side, I detest dying to a monster I can't see because there are 300 trees piled into a screen leaving almost enough room to inch about.

On Graphics, some of the new stuff is cool some seems cartoony. My ability to paint or draw is equivalent to a 3 month old baby trying to peel a banana ... even my stickmen don't resemble a stickman.

On music, I am a musician and also an IT tech in my day job. I frequently play with sound off, but have tons of respect for any author who can make the game more enjoyable with proper use of music. Certainly for dramatic effect and to get my pulse racing when entering a risky or dangerous situation, makes the game more enthralling.

I like to relate back to Seth's original offering. There have been some awesome add-ons produced over the years, but he managed to "Keep It Simple S..." yet produced a respectable experience with few glitches. In a mere couple of phrases he established that he was single, lived with his widowed mother, looked after the family pigs, was taunted by the neighborhood knight-hopeful, was somewhat misdirected yet morally sound, and had a desire to accomplish something great.

Many of the follow-up stories seem to take long strides to define a character while others completely ignore why a character is there. I think we should define a character just enough that we can have a reason to either trust or not trust them sufficiently to make sense of the clues they lead us too like, Dink's mother just happening to send Dink outside in time to be taunted by Milder, who in the next screen is said to be leaving to join the Kings Army and we have a desire to follow him.

Dang, I'm writing a mini-novel here I think but I've covered much of what I wanted to answer with.

Mm