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20101017

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Soo, at the moment I am still thinking of what to do with Dirkels.
Speed it up, finish it, and release it?
Or actually do something with Dirkels, change the concept a bit, improve it, and just slowly make more versions again.

Oh well, if you got any ideas, please post here.
Oh and, let me just leave this here:
Discussion and Preparing Dirkel
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Kyon
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Discussion and Preparing :: Comments

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Post Sun Oct 17, 2010 4:55 pm  George

Soo, at the moment I am still thinking of what to do with Dirkels.
Speed it up, finish it, and release it?

I would have kept playing if you'd fixed my glitch :whistle:

If you're going to do it, let me suggest ditching the movement engine you have now, and changing it (no slants, for example). Also, I believe that the game felt "playful" without looking playful. It was such serious art, but Dirkels was fun. The old art style captured the feel of the game better, I think.
It was more fun, pretty, etc.


Or actually do something with Dirkels, change the concept a bit, improve it, and just slowly make more versions again.

At the start of the game, the player must choose their specialization. Warrior, mage, ARCHER (PLEASE include if you continue), cavalry (can control grigators' movement, and summon a mount at any time, and be able to do special things on cavalry.

The cavalry unit can jump over bigs gaps when the have speed, the warriors can jump to the edge and climb up, the archers can shoot a string and climb over, and the mages can float over with a spell. Give each class its own unique feel, without "changing" anything. If the player wants to change classes, they can restart the game! It works for every other genre, it can work for yours.

Also, I really liked the old story so much more. This whole "Aldezar, Diuky, and Alyuen" story became so dark...what happened to a young villager who rises up against an evil King who has just come to power?

The new Dirkels felt so "broad," and decentralized. It had so many features (+) but it had no true sense of what was going on (-). It was disconnected.

http://gmc.yoyogames.com/index.php?showtopic=421332&st=0

http://gmc.yoyogames.com/index.php?showtopic=421441&st=0

These are what interested me in Dirkels. Then, you took a sharp turn away from this stuff.

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Post Sun Oct 17, 2010 4:55 pm  ExWhyZed

I think that you should either change the concept a bit to make Dirkels much shorter.

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TP09

Post Sun Oct 17, 2010 8:21 pm  TP09

I agree with George. Old style was much better!

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Post Sun Oct 17, 2010 8:35 pm  George

ExWhyZed wrote:I think that you should either change the concept a bit to make Dirkels much shorter.

Either implies doing two things...he should either change the concept to make Dirkels a little shorter ORRRRR what? I'm curious.

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Post Mon Oct 18, 2010 12:00 pm  Kyon

Alright.
The concept will change to make it shorter, yes.
There will also be a chance that dirkels won't be a free-roam RPG.
But I am still thinking about that, since the free-roaming in Dirkels is awesome :3
There is a 75% chance that I will change Drew his graphics, im sorry Drew :'(
I got vacation right now, but I also have to work on my WWF game.
But I will use this vacation to make some designs for Dirkels.

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TP09

Post Mon Oct 18, 2010 6:26 pm  TP09

Dirkels has to stay free-roam. Also make sure to include some side-quests. Those things is what makes RPGs fun.

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Post Mon Oct 18, 2010 8:10 pm  ExWhyZed

The either was intended to be for:
I think that you should either change the concept a bit OR make Dirkels much shorter.

But I changed the "or" to "to" because I changed my mind. However, it ended up not making sense.

I think that Kyon should keep Drew's graphics IF every ofther tone is removed so that the shading is simpler. I also think that the plot as it is is fine: its seriousness is undermined sufficiently by the existence of the... unusual body structure to create an interesting atmosphere.

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Post Mon Oct 18, 2010 8:34 pm  Kyon

Alright people listen.
Dirkels stays a free-roamer. Wink

But, I am planning to change the graphic style,
why? Because I want more animations in Dirkels.
Especially melee animations, since melee attacking is boring.

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Post Mon Oct 18, 2010 8:35 pm  ExWhyZed

No it's not!

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Post Mon Oct 18, 2010 11:16 pm  George

ExWhyZed wrote:No it's not!
Yes it is.

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Post Tue Oct 19, 2010 8:01 pm  ExWhyZed

NO IT IS NOT.

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TP09

Post Tue Oct 19, 2010 10:10 pm  TP09

ExWhyZed wrote:NO IT IS NOT.
It is...

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Post Wed Oct 20, 2010 12:17 am  Kyon

3 against 1.
So I will make melee more cool.
Alright.

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Post Wed Oct 20, 2010 3:08 pm  Kyon

While making Dirkels, especially at the end, I had lots of problems with the design of the characters/monsters.
Why? Because dirkels had these no-leg restrictions.

What about just removing the whole blob idea?
And just make actual humans as characters? with normal feet, and normal hands?
Even though maybe some of you won't like it. i am 75% sure I am gonna do this.

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