It's fine. I do need more feedback about specifics though, like the map design and such. On all of the games that I've been a collaborator on, I mostly did conceptual design, writing, and proof reading the LUA scripting. (I can't code to save my life, but I'm really good at finding errors and the cause of them for some reason)Callate said:Ah, I missed that (clearly). Apologies if my post wasn't more helpful.Kopikatsu said:I hate to keep pointing to it, but I would recommend that you read the post I made at the end of the second page. Strictly speaking, you will be playing the bad guys despite their motive being to help people. I mean, Mira's motivation and goals will be more than just what relates to the war, but...yeah.
So, story I think I have a good handle on. The rest of it? Not so much.
Anywho, (This part isn't directed at anyone in particular), I've spent most of my free time mucking around with coding as opposed to doing anything worthwhile, so this is where it's at at the moment:
I've decided to do something a bit different for the initial bit with the Heroes, and so the dialogue during the fight will change. Instead, I'm going to have Varkus' mind be corrupted by what'll happen, and has a mini-boss fight against an Undead with a funky background. Then when the battle ends, it's revealed that the 'monster' was actually the village elder that he'd struck down during his delusion. That turns the Heroes and villagers against him because they don't understand what happened, at which point the Demon that tricked him into killing the Elder offers him power to survive the encounter if he surrenders his body to it.
But, it'll still take a whole lot more coding and updating to even get to that point. I know it doesn't seem like too much has changed since the last video, but that's because most of what I've done is behind the scenes work. Like, now you can run diagonally and use WSAD to move instead of the arrow keys. And other stuff. I've also coded in a few custom states to use for various scenes, like now I can do a Galuf-type thing where the character withstands insane amounts of punishment without dying. Dunno if I will, though. I thought about doing it for Varkus vs the Heroes to instill the feeling of desperation into the player, but I don't think it would work very well. I mean, it's super early in the game. There's no time to really 'get to know' Varkus, or show his limits, so it wouldn't have the kind of effect that I'd like.
Shit's hard, I tell you what. 'Course, spending all my time making videoes instead of coding probably isn't helping. Ha! Well, the next video will be opening + initial cutscene + miniboss + cutscene + Hero boss + cutscene. So basically from the beginning to razing your hometown. Then I'll not make one for a long while after that, probably.