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As much as I despise the VX stock tiles - you did a great job on your maps.

Why your name?

My nick is (obviously?) a reference to my take at game design or media design in general. I also did write a lot of short stories for my favourite games or RPG characters over the years, although only in my motherlanguage German.

For me personally, the quality of a game, movie or graphic novel is not decided by it's good looks (although that helps a lot) but by the story behind it. My own works reflect that (under that same nick of mine you can find the stuff I did p.e. for NWN2, the FPSC engine and on Youtube.)

The "01" is because "TheStoryteller" had allready been taken on the first platform I published something and after my nick had become a little know, I decided to stick to it. Meanwhile this goes so far, that I never publish stuff where I can't get my "TheStoryteller01" ^^

FechForSP7update1.jpg

The water areas are much better now. I like the kind of "distortion" look you achieved.

FechForSP7.jpg

The water areas look much better now but unfortunately the cliffs show the water being 2 tiles deep while the rocks and plants clearly are in 1 tile deep water so so the water looks quite "Escher".

I hope that can still be repaired, because otherwise the map is really beautiful.

What Encounter type should I use?

As a player I hate random encounters, mostly because they make it impossible to actually clean an area - and it always feels odd to ambush the enemy when I am actually surprised by an encounter ^^.

For my own project I use touch encounters with sprites that generally represent the encounter to give the player a hint what to expect when moving over the map. But a simple bat sprite p.e. can represent anything from 1-5 ordinary bats, over vampire bats to a fully-fledged vampire itself - these are the things that keep players on their toes ;)

I set these encounters behaviour to patterns that are "logical" imo:
- Non-predatory animals ignore the player. They can be battled for XP and with the right number and and a narrow enough map they might pose a risk too.
- Predatory animals go after the player but slow enough to be avoided
- human/humanoid enemies chase the player quite fast.
I also avoid using random encounters to keep tight control on the XP the player can earn in a certain area, otherwise players could farm encounters and get too much ahead of the level range their group should have.

But that just represents my personal taste.

EDIT: Thanks for the hint CC - I was looking for something like that : )

FechChuDoneDay.jpg

I am generally not fond of the XV map style (especially for outdoor areas), but this map is exceptionally well crafted. It's neither blocky, nor 2D but really grabs the attention of the player with so many details - great job!

The only room for improvement I can see are the water bodies, which look a bit sterile atm.

Malice: The Taste of Freedom

Still set to private :(

A Warrior's Tale (Demo) v0.5g

Looks like I have to register at the download site to enjoy the privilege of actually downloading the game......which I am not gonna do.

It's a shame, the game looks interesting.

Unneeded Heroes

author=Wyvernjack
Rule #1: Don't anger a dragon.

Rule#2 a wyvern is no dragon.

Unneeded Heroes

author=Wyvernjack
The game's intro isn't long at all. And it's quite impossible to die in the first encounter.

Well, at the starting area there was this sign at the exit to the S saying "don't go there unarmed" - and of course I did not got go S. Instead I plundered 2 chests to the E and the one in the starting area. Then I went W and got slaughtered with no weapon - not even dealing a single point of damage to the guards.

Not so impossible to die imo.

And THEN the lengthy introduction is a problem - I have no intention to go through it again just for the privilege to start all over.

But maybe I should tell this the developer.

Oh wait! That WAS actually my intention in the first place.....
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