The Dink Network

Reply to Re: The D-mod you prefeer

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:
 
 
February 22nd 2004, 04:22 PM
custom_fish.png
SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
A d-mod needs...

1) A strong storyline. Try to avoid the stereotypes, but if you caan't, give it a twist.

2) Good music. this is pretty subjective though... Try to pick out some nice midi's that suit the situation, but are also really cool!

3) Avoid screen after screen of bad guys. This gets boring very fast. Try and give battles PURPOSE.

4) Inventive scripting is alwasy an attraction. Just look at Paul Pliska's D-Mods.

5) Bugs. You MUST eradicate the little she dogs, else people will just get pissed off with your game, even if it is amazing in every other respect.

6) You don't need new graphics, but using old graphics in a new way can help a lot!

7) Difficulty. Yu shouldn't be able to complete a d-mod with hardly a scratch, but you also shouldn't be getting cut to shreds by every enemy that comes your way. This is VERY difficult to get right.
Make most of the game relatively easy, but make the bosses hard. They are bosses after all!

8) Mapping should be detailed, but not cluttered. Don't have masses of empty screens, but don't go overboard on the sprite front.

9) Don['t have thousands of potions littered about, with no reason but to make Dink tougher. This occurs in the poorer romps, and doesn't work at all. To get these extra stat points, Dink should have to work!

10) Please, oh please do NOT rely on people levelling up, fighting the same enemies over and over just so they can progress. This is a cardinal sin. Make it always possible to beat the next area... even if it is difficult.

Those are the 10 tips of Sabre. I hope your D-Mod goes well!!