Developers - check this out from time to time
In the general discussion forum I have made a post about "What I'd REALLY like to see..."
I hope people will contribute to this. It will help both the people who are simple gamers, and you programmers to know what people would like to see you create. So check it out from time to time as long as it remains posted.
You might gain some insights, perhaps even inspirations, from what people say there.
All of you are people I can admire. I think learning programming would fry my brain, because I'm a word person, not a math-minded one.
As a gamer, I can tell you that a good story, rich in possibilities and character development, really makes a game superior. I like lots of texting of objects, humor (although much of the sexual humor is so tacky it often falls flat), lots of things I can hit with a variety of results, frequent dialogs, but avoiding excessively long exchanges wherever possible, and challenges that are tough, but not excessively so. That part is hard for a developer to gauge, though. It would probably help to put out a demo with some of your toughest challenges and ask people if they think they're too tough. Then you can adjust the final version to an optimal level.
What I don't like are games which are so intensively sex-oriented that they come off silly. It's sometimes obvious that a programmer has made a DMOD mostly to showcase his/her own sexual fantasies. They don't so much offend as bore.
A good developer is also a good storyteller, and sexual references are best when they fit the story, and are more subtle and never dominant. The quest of Dink is fundamental.
LOTS of side quests, hidden areas (not impossibly hidden, though) and puzzles to solve (again not too tough), and unique surprises enrich any DMOD.
Story, gameplay, interest, challenges good maps and music. These are what make a good DMOD superior.
Keep 'em coming, my little Munchkins!
Holly B.
I hope people will contribute to this. It will help both the people who are simple gamers, and you programmers to know what people would like to see you create. So check it out from time to time as long as it remains posted.
You might gain some insights, perhaps even inspirations, from what people say there.
All of you are people I can admire. I think learning programming would fry my brain, because I'm a word person, not a math-minded one.
As a gamer, I can tell you that a good story, rich in possibilities and character development, really makes a game superior. I like lots of texting of objects, humor (although much of the sexual humor is so tacky it often falls flat), lots of things I can hit with a variety of results, frequent dialogs, but avoiding excessively long exchanges wherever possible, and challenges that are tough, but not excessively so. That part is hard for a developer to gauge, though. It would probably help to put out a demo with some of your toughest challenges and ask people if they think they're too tough. Then you can adjust the final version to an optimal level.
What I don't like are games which are so intensively sex-oriented that they come off silly. It's sometimes obvious that a programmer has made a DMOD mostly to showcase his/her own sexual fantasies. They don't so much offend as bore.
A good developer is also a good storyteller, and sexual references are best when they fit the story, and are more subtle and never dominant. The quest of Dink is fundamental.
LOTS of side quests, hidden areas (not impossibly hidden, though) and puzzles to solve (again not too tough), and unique surprises enrich any DMOD.
Story, gameplay, interest, challenges good maps and music. These are what make a good DMOD superior.
Keep 'em coming, my little Munchkins!
Holly B.
I agree with you there faster. Dmods should have lots of puzzles and secret areas not too hard to find and not too easy to find. The Dmod I working on (Frozen In Time) Has lot´s of secret areas. Some are hard, and some are easy. I agree with you on the sex thing. My Dmod has a bit of sex and nudity, but it fits in and there isn that much of it.
P.S. Is Holly B. Your real name?
P.S. Is Holly B. Your real name?
Wow, that's an almost perfect description of Cloud Castle 2! Scary.
Maybe you should play it? Like, now.
Maybe you should play it? Like, now.
Uh Sabretrout? Where (Were?) you talking to me or faster? Do you mean my Dmod sounds like CC2 Scarab? Cause I havn't even played CC1!
One of the things I really, really hate on the internet is how any ducking thing can be a name. It's like "there's a word there'! NOUN THAT SONUVAshe dog!
/Nothing against you faster, it's more of a general rant.
//Oh, and in before word-filter-pwn'd
///slashies!!
/Nothing against you faster, it's more of a general rant.
//Oh, and in before word-filter-pwn'd
///slashies!!
I agree completely. The hard part is finding the spot that isn't too hard or too easy. I personally like puzzles/tasks that are easy to accomplish, but hard to figure out (if that makes sense). Meaning they present a puzzle that you have to think about, but once you figure it out it isn't hard to do it, rather than a task that you can clearly see what you have to do, but actually pulling it off is frustrating or overly difficult.
My biggest gripe about DMODS are puzzles with too few hints at what to do (mine are as guilty as any probably) or ultra hard fighting (PQ comes to mind).
About the sexual stuff, you are spot on.
My biggest gripe about DMODS are puzzles with too few hints at what to do (mine are as guilty as any probably) or ultra hard fighting (PQ comes to mind).
About the sexual stuff, you are spot on.
About the sexual stuff, you are spot on.
A spot of sexual stuff please...
A spot of sexual stuff please...
Lol, good show, you horny old dink.
Though sometimes a little wince-worthy... I've come to accept over-the-top sexual references as SimonK just being SimonK.
Though sometimes a little wince-worthy... I've come to accept over-the-top sexual references as SimonK just being SimonK.
It is problematic, striking a balance of long dialogs and setting up the objectives of the game. The more complicated the game, the longer the dialogs.
I am probably not very good at striking optimum balance, because I tend toward long dialogs to inform the player.
If the programmer don't explain the introduction of new concepts and goals, the player will become confused and lose interest.
just a thought.
RadFrog
I am probably not very good at striking optimum balance, because I tend toward long dialogs to inform the player.
If the programmer don't explain the introduction of new concepts and goals, the player will become confused and lose interest.
just a thought.
RadFrog
I think that your thought you thank is right. Or so I think. (AUGH! To many thinks/thought/thank!)