Reply to Re: Rob's Viewpoints
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Personally, I like to create d-mods organically. Take a simple concept and see how it grows. In fact, whilst I'm in the mood for writing, I'll give you all a small insight into the development of one of my d-mods. Perhaps I'll come back and do the others some time.
The A Knight's Tale Trilogy.
The plan was to make a d-mod in 72 hours - This is not easy. There was no way I could create a game with anything but the most basic of plots, so I therefore decided to come up with something overwhelmingly simple. There is an evil wizard... kill him! A change of character allowed for fewer frames in the hit sequence and therefore allowed you to punch faster; this was of huge benefit in making an fast paced hack 'n' slash game.
But if the game had nothing but combat it would grow stale very quickly, wouldn't it? Without the time - or inclination - to put a plot in place, some off-beat humour seemed the way to go. By off-beat, I mean bad. So bad it's almost good.
Essentially, that was it. It all evolved from having such a short time scale. AKT2 improved on the formula; the character of Jarvis was formed and a more linear map allowed more focus on the diabolical jokes. It's easy, it's fast, it's furious... and it's fun. Just what a romp should be! The less said about AKT3 the better.
A test version of A Knights Tale 4: Knightmare exists on my old computer. If I was ever to go back and finish this, I would focus on fun 'n' furious combat, dark humour and I'd also look at implementing multiple routes.
The A Knight's Tale Trilogy.
The plan was to make a d-mod in 72 hours - This is not easy. There was no way I could create a game with anything but the most basic of plots, so I therefore decided to come up with something overwhelmingly simple. There is an evil wizard... kill him! A change of character allowed for fewer frames in the hit sequence and therefore allowed you to punch faster; this was of huge benefit in making an fast paced hack 'n' slash game.
But if the game had nothing but combat it would grow stale very quickly, wouldn't it? Without the time - or inclination - to put a plot in place, some off-beat humour seemed the way to go. By off-beat, I mean bad. So bad it's almost good.
Essentially, that was it. It all evolved from having such a short time scale. AKT2 improved on the formula; the character of Jarvis was formed and a more linear map allowed more focus on the diabolical jokes. It's easy, it's fast, it's furious... and it's fun. Just what a romp should be! The less said about AKT3 the better.
A test version of A Knights Tale 4: Knightmare exists on my old computer. If I was ever to go back and finish this, I would focus on fun 'n' furious combat, dark humour and I'd also look at implementing multiple routes.






