Zablorg wrote:Moving on from tedious budget and project management crap, exactly how randomized will the dungeons be? Would you say "kind of random", or "super random"?
The dungeons will be generated from various modular elements that can be connected in various ways, so we have some control over the process and can ensure it looks good and makes sense. There are various parameters we can give when we generate the dungeon, such as the distance between entry and the objective, the amount of branching that takes place, the amount of encounters that spawn, the amount of mini-treasure that is hidden in side-rooms, the amount of repair-stations in the dungeon and the amount of side-objectives you need to complete to get to the main objective.
Side objectives involge a locked door, which can be opened by flipping a switch somewhere or defeating a mini-boss and looting the key-item off him. I'm sure we can come up with more interesting stuff later on, but that's what we have now. Dungeons early in the game will be pretty straight forward, and later on they'll be more complex.
HeadCreeps wrote:For a kickstarter project, I was surprised to see the visual style as good as it is. It's very refreshing. Maybe use more variance or just a little more detailing in the environments, but I'm only basing this off a single screenshot.
"Gentleman's Club" has an adult connotation that I doubt you intended. If so, you might want to use a different name.
They're being prickish, but yeah, be careful with the business model.
Thanks
We'll definately do more with the graphics and the environment, we have several themes for environments, but not had time and funds to develop them yet. We focussed on getting an investor demo ready first, and those people don't need more than 10 minutes to see if it's something or not.
The Gentleman's Club will be errr, fun, yes. At least we know that everyone that is egible to enter is over 18, so we can put in there whatever we like without worrying about the ratings.
Stark wrote:I've read a lot about the challenges of dealing with a huge group of small investors who don't really understand the product or process. I wonder if this free gift business is worth it in some way given the sense of entitlement kick starter communities can quickly develop towards a project that they feel they own.
That's what I hope too. The physical items won't cost us much effort, we got some connections with a post-order firm here in the Netherlands, the kickstarter/amazon fee and the taxes are way more significant. Having a huge mob meddle in the design of the game is something I'm happy with. Of course not all input will be useful, players paradoxially often want things that make the game less fun to play (Also make rare item X spawn on easy boss Y, because boss Z is too hard! - whoops now all the challenge is gone...), but yeah, overal I think I'll manage just fine.
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Stubborn as ever - Let's hope it pays off this time.