Dwelvers Journal 2013.12.26 - The surface world! Make Suggestions all in one thread :)
#61
Because I have some but didn't make any time to write, need to do it, I know maybe next year
Pyramid of Live
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#62
Go ahead, I will add them to the list Smile
As with the progress of the game I need to lay the groundwork for everything before I start polishing it to much, so next up is the message system, but I will return to this page and make sure that all the added suggestions will be added!
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#63
I got so much to catch up on, bein sick sucks...I love the above-ground stuff and all the ideas you guys posted. The swampy environment looks really cool too. I started to think about DK and takin out goodlies on their home turf, and then about how it would be cool to see in campaign mode (when things get there), that the environment above-ground appears to be very dark and spooky at the beginning, but as you get closer to the end it would appear lighter.
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#64
I'd go the opposite way, it starts out looking light and cheerful and gets spookier as you conquer more of the surface world and turn it into something evil and twisted. Wink
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The Golden One!
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#65
Thank you very much for selecting my idea! I hope to contribute further ideas to the community. Smile
Indie Games to check out:
Dwelvers - Dungeon Management game with 3D digging and economic focus
War for the Overworld - Dungeon Keeper 2 spiritual successor
Dwarf Fortress - the ultimate dwarven simulation engine
Isomer - Mine, Build, and Explore as a squad of aliens crash landed on a foreign world
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#66
(04-01-2014, 09:10 AM)Seriously Unserious Wrote: I'd go the opposite way, it starts out looking light and cheerful and gets spookier as you conquer more of the surface world and turn it into something evil and twisted. Wink

Yeah, I was kind of thinking that, but I should've expanded that idea a bit. I was thinking that it would go from dark to light because your local influence would've already made the landscape dark. Since you hadn't conquered the realm yet the land around the final goal has not been corrupted by evil yet and is still full of light. Now as you approach the lands of light, each time you gain ground there, it would become more and more dark. Ultimately your evil would produce a change to darkness in all the lands as it did when you conquered a level in DK.

I think it would nice to see the light slowly be overcome by darkness at the end so the environment would almost hint to you how well or poorly you were doing.
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#67
yes, that's exactly what I'm thinking here. IMO the environment could be the best progress bar around for gauging how well or poorly you're doing, the brighter and more cheerful the environment, the weaker your influence, so if you're losing the game you would see the environment getting quite bright and cheerful, almost heavenly if the land's getting overrun with good, or extremely dark and hellish if you're nearing victory. I like this better then some artificial progress bar type mechanic where when you've filled the bar you win so all you have to do is look at the bar and see how close to filling yours/emptying your enemy's bar.
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The Golden One!
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#68
Great minds think alike
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#69
Indeed.
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The Golden One!
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