toxic-normies
Robert Moran is a digital content creator known for being a scam artist
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Sunday, January 20, 2019
I like controllers for fighting games
and some RPGs
Dragon quest for example, i have to play with controller
thats how I've always played it
When it comes to precision, I prefer M+KB
I would never use a controller if I could
I feel like first person games kinda suck with controllers though
You're going to hate tales of vesperia then
the M+KB controls are
autism
eh, I actually bet they'er pretty run of the mill
Well, you have normal fighting, then "free run"
so if you ever want to actually move
you have to hold a button down
then if you go back to normal while still holding w
youll jump
The only thing I can't stand are games that are just keyboard, and just ignore the mouse
The Katamari remake did that
Same with Dark Souls I on PC
arrows to move camera?
So you have to use WASD to move, and then arrows or IJKL to do camera
guys i made a dvz meme
laugh at me for the screen record in the video now
DvZ IS DEAD
Fs in the chat boys
www.youtube.comyes i made it with Imove
I movie*
ha ha XDS
January 4?
Max, thank you for existing
yeah i made it on the 4th
huh
I'd go crazy if this was the technical level of knowledge in the cult
oh lol
To be fair
I would not be good with PCs at all if I didn't have to fix my shit 9/10ths of the time.
That's how we all learned though
So thank my childhood
how stylized would you make DvZ Max?
Elaborate
graphically, would you keep it pretty standard or pick some real distinct style
I guess a better way to phrase it
I do think DvZ would benefit from a nice distinct style
Is there a game with an art style out there you'd try to emulate
but it really depends
That's out there?
I'd have to think about it
I'm on the fence though about uh
If a cartoonish approach would be better
Idk
I feel like it would almost be an insult
but I feel like it would fit
ah so obra dinn style Kappa
perfecr
Dwarf Fortress art
I think even we could make that happen
lol
ya, I'm not sure what kind of artstyle would work
My first instinct was something like that terrible game Ashen
But I think you need bigger/bulkier people
I was thinking muscley dwarves
like actual dwarves
only problem is height
Make it like Borderlands
It's not like cell shading is the hardest artstyle to pull off
True
Ah i know, my favorite style, dishonored
kappa
Man, I wish Ashen wasn't utter shit
I think you have to decide a couple big questions about the game:
How powerful should a dwarf feel? a player monster? an AI?
How much skill should it take to play?
How much building should there be?
How long should an average game last and the standard deviation on that?
How many players per round?
How much content do you pump into the game? Number of weapons, items, mobs, heroes, etcfor reference
Dwarfs should be equal to 2-3 zombies in strength. I think everything in the game should be based or referenced around how many zombies It's worth. A golem would be like ten zombies, so it should take 3-5 dwarves to take down a golem. Heroes should be around equal, maybe stronger to a golem. AIs should be, in my opinion, almost non existant. Rob fucked up by making them actually worth something. I think they should exist only to fill the horror of the surroundedness and the invasion. Having them also, break walls and try to climb in, but not "randomly" appear, I think them flooding out of the dark and mob spawn would be better, as well as them doing almost nothing and taking one hit to fall. While a normal player zombie would be bulkier, maybe having armor, but failing in comparison to a dwarf. Skeletons being brittle, weaker than zombies makes sense, other than that it just depends.
An average amount of skill, but I think "getting used to it" should be easy. We went over the juice with this, and I think a quick tutorial would be more than enough to teach you about the game.
Building, like I said is a hard part to put into reference, not only due to its implitations, but how you should and how much you should be able to do. If possible keeping it like DvZ would be perfect.
45~ mins with a standard deviation of 10 minuites? That would mean 35 mins is one away, and 25 mins is very very hard to acomplish, while 55-1:05 is possible. The 25 mins is a bit low so boost it I guess maybe.
Players is always a big problem with indie like games. If rob were to talk about it/promote it? Easy to get lots. I'd say 50-60 per game would be optimal, with maybe event like large maps having battle royale sized 100 players.
I feel like this is the kind of game you can trickle content into to keep it alive, maybe even using a season pass to gate newer weapons in loadouts? Eh doesn't sound good. I feel like having a limit of 3-4 heroes a game is good. So maybe a rotation of 5 heroes at first sounds about right? As for weapons, I don't think at the start more than like three are needed. A basic one, a more "damage centric" one, and maybe something special, then slowly trickle more in. Same with items. Mobs, are different. I feel like putting in all the DvZ ones at the start other than autistic ones like "swammies" and maybe rats would be good.
Speaking of Mobs, I wanted to go over how you could possibly make it better. I already went over limiting procs and balancing everything around "zombie strength", but I feel like there's other ways to make it fun. First off is what already existed in DvZ, and that's leveling your mobs, I feel like expanding on this and making it a lot more interesting could definitly make it more fun, more interesting types of mobs too, not focusing on "just doing damage" but more ones like venomburners or gobos, perhaps one that snuffs out torches or something dumb, something that flies and can swoop down, etc. Not being limited to minecraft allows mobs to be more interesting. As well as perhaps make bigger, boss like mobs like dragons possible. The problem with dragon was that it's so strong that giving it to a player would make it impossible to balance, I feel like it is possible to balance somehow, whether its making it a grounded dragon, giving it a death limit (10-20 dwarves) or something stupid like that.
I would like to keep the "roleplay aspect in tact though. While I'm not super keen on Rob's way of thinking, keeping the "dwarves always loose" thing and other aspects like that in tact do help make it feel more worldy.
What if there's more ways for zombies to sneak up on players
I also thought about that
More ways for them to get inside
but I also think making the wall mean something more is a good idea too
the wall SHOULD feel flooded
In current DvZ the wall didnt feel that important
Somehow being able to limit how much, and who can get it, while also making it interesting.
