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steve4541

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A member registered Jan 09, 2022

Recent community posts

(1 edit)

I am a developer myself and love sharing my advice or replies about a few games that look very promising. I do believe this game has alot of potential to rise in the ranks with the likes of POE, NWN, ddo, diablo, dark souls, but I honestly think this can achieve alot more altogether when compiled into a larger broader brush stroke of devoted engineering. It has all the bells and whistles to really become a unique filler gap from old to new. I think this game harkens back to NWN 1/2 in higher fidelity and that is a good thing.

Here is my advice...

I have played/researched alot(35+ yrs) of old school tsr table top rpgs and of course 2nd edition/3rd edition(wotc)aD&D/D&D , including pathfinder which this material(fantasy)is related to(not by source material I mean). Don't forget what those TTRPGS used to create the best experiences(npc encounters, scenery, traps, imagination, story and lore, good vs evil, kingdoms and empires).

Spark in the dark seems to begin this cycle...I love the randomness of equipment on the floors and corpses and the foreboding essences presented. I like the lighting dynamics as a good use of assets to generate actions/responses, the enemies and creatures have great design/animation and the combat while good needs a boost by parrying abilities and more dynamic dodging, but not too much as over imposing to much movement like in neverwinter online is to twitchy...the tighter the better I say. 

A 3-6 gig game is not big enough by todays standard seeings how most exceed 15-20+gigs of data. 

Making use of imagination to offer gothic/dark fantasy experiences devs have to delve deep into the tropes and look to other sources(sometimes) for fundemantals in order to keep the game actively interesting. Dark souls may or may ot hinder that process so becareful if delving into such genres. 

A perma death games can be modified later on to facilitate or lavish  leniant gameplay experience and still retain it's original formulae albeit turned downed system called a difficulty setting modifier(2nd, 3rd playthroughs??)

Don't forget the tools of a balanced "grind" system injected into game design as alot of players don't mind replaying levels or areas in order to "perfect" thier own characters designs...making it wholly more satisfying to some and NOT so much to others. 

A balanced leveling system with experience point to skills/perk/abilities injected into the game will create a larger intersted mass of players due to longevity as long as ever increasing amounts of content are SURE to come.

Including controller available gameplay should never be absent entirely.

More updated advice soon.....