Atomboy
Atom Team
- Joined
- Oct 1, 2016
- Messages
- 734
That just might happen. Or not. A few of the guys are doing creepy experiments with combat situations, and I have at least one very dark dungeon planned. Unfortunately I'm not the one to ask whether something like this could work. Would be pretty fun.Atomboy
The lighting you guys have in game is pretty cool (especially say head-lamps in tunnels, or the car at night). Were there any thoughts about implementing areas where lighting matters more than just a penalty to range/accuracy?
For example you have fire-gated, poison-gated, and radiation-gated areas, have you considered darkness gated areas that would require you to use lighting to effectively navigate around -- perhaps link lighting to functions. You did this with electricity too in some of the bunkers.
Maybe even adopt a metro-2033 style 'light on certain enemies causes debuffs' to even influence what direction you should face with a head-lamp, or use torches (could be a melee weapon with a light source radius), etc.
That sucks, man! It's not too different in Russian. The humor is the main thing that changes, but if you hated one, you wouldn't like the other.I am ready to admit the game is just not that interesting it terms of story and quests. The game failed to engage me on even the most basic level past the first few towns. I really wanted to like this game. Maybe it would be better if I played it in Russian but I somehow doubt it.
Like I said to Gunnar, it's just a stylistic choice made because we like to see this style of NPC in games. It's a very polarizing thing so I totally get how some might hate it, but a man must polarize, if it's his dream to see a game with tons of talking NPCs.Atom doesn't even have fanboys. Dude, the NPCs tell you stories and nod and wink to quests or happenings in the game as much as they are for flavor. You never spot an NPC that looks like it does not belong in this world (unless it's a time traveller from the circus or the Warhammer parody thing). NPCs build this world, and ofc you can ignore most of them, there's no problem.
I've never played a game that does NPCs the way ATOM does. I believe there is a reason for that, it should tell you something. The documentary film crew interview approach is boring and conditions the player to ignore the NPCs. If people are ignoring the NPCs, or any content in the game, that's a problem. Saying that people can just ignore NPCs It isn't a good answer to the criticism. It isn't good design. Players shouldn't want to ignore things, they should be excited to interact with them. Imagine if I identified a problem with pistols in the game, and you said, well you can just ignore pistols! It's true, I could just pick a different weapon, but that doesn't fix the problem with pistols. If you were writing a book, and included background stories for every person on the street unrelated to the plot, the book would be bloated, plodding, meandering and tiresome. Any editor would tell you, hey you should cut some of this. It's the same with the game and the NPC dialogue. It should be efficient, interesting and as spare as possible. I'm a person who really likes to read, and I feel like a lot of the writing in this game wastes my time. No one likes to have their time wasted.
Consider the containers in ATOM. You acknowledge a problem:
Also, I recently figured out that containers can just be made to look broken or opened and empty to lessen the amount of containers.
Not every container shown on screen needs to be interactive, it's exhausting and bad design - some can be broken or already opened. I agree! Otherwise, I just start ignoring the containers. It's the same deal with the NPCs. Not every NPC needs a full backstory, some can just give simple barks and that's fine. It keeps the game going at a brisk pace.
This x100. The game needs to be trimmed down from all the small talk bullshit. There is absolutely no need to have every single person tell me about how much they enjoy watching grass grow. Trimming is an essential part of polish.
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The traditional reply to everyone part is over, so I guess now it's time to share some news about Trudograd.
But there are no news about Trudograd! We're just making maps, writing dialogue, I also finally finished a certain new addition to the game which took me 3 months to balance out and it works good enough right now. I play it on my own sometimes, for hours on end. Making IT was a fun and rewarding experience. Boy I wish I was a programmer, to do stuff like that more often. We also made a very special quest recently. If I wasn't dead inside, I'd cry. It's a real tearjerker. It's really cool when a game pulls those emotional strings in our hearts, make that sweet empathy flow through the veins! Even if the game in question is the likes of Atom RPG... We also have marginal progress on the translation efforts. So if the only language you speak is German, and you want to play Atom, good news, two more years and you're good to go, my friend! Anyway that's about it.