2014-05-05, 07:01 PM
I think Dark Destiny was very good for what it was- the first SoM game with a significant amount of customization. Some of it's Pieces (like the infamous castle building set) were even made before we had a decent modeler that supported X files. I don't necessarily think you need to go back and and bring things up to the current "state of the art' designs. There's probably always room for improvement in any piece of art, but my personal feeling is that you're better off trying to use what you've learned to make something new rather than to fix up old things. I don't mean that there is something wrong with fixing up old stuff, just that I have found it takes far more effort for less payoff than just building something new from scratch.
About Dark Destiny on Unity, I think its a very good idea.
1. I like 1st person a lot better than 3rd- way more immersive.
2. I like non-random loot.
3. I like epic bosses where you aren't locked into a room to 'fight to the death'. That was one big thing I loved about KF gameplay. You rarely had to fight an enemy. You could just run. When I died, I didn't feel like the game had 'cheated' by forcing me into a nasty contrived situation. I died because I got greedy or careless and pushed beyond my capabilities. I Like worlds where the difficulty isn't set to an even curve that levels up with the payer. Instead, I like a fleshed out world where there are deadly creatures and weak creatures right from the start. Lore, context and trial and error tell the player which enemies to avoid for the time being and which to challenge.
4. I don't mind creatures waiting in a hallway too much, but it does add immersion if there a logical structure and reason for creatures to be where they are- a camp of goblins, a hive of insects etc.
I really wish you luck and hope you keep us updated on the progress.
About Dark Destiny on Unity, I think its a very good idea.
1. I like 1st person a lot better than 3rd- way more immersive.
2. I like non-random loot.
3. I like epic bosses where you aren't locked into a room to 'fight to the death'. That was one big thing I loved about KF gameplay. You rarely had to fight an enemy. You could just run. When I died, I didn't feel like the game had 'cheated' by forcing me into a nasty contrived situation. I died because I got greedy or careless and pushed beyond my capabilities. I Like worlds where the difficulty isn't set to an even curve that levels up with the payer. Instead, I like a fleshed out world where there are deadly creatures and weak creatures right from the start. Lore, context and trial and error tell the player which enemies to avoid for the time being and which to challenge.
4. I don't mind creatures waiting in a hallway too much, but it does add immersion if there a logical structure and reason for creatures to be where they are- a camp of goblins, a hive of insects etc.
I really wish you luck and hope you keep us updated on the progress.