INFECTIONFILES'S PROFILE

InfectionFiles
the world ends in whatever my makerscore currently is
4622

Let's take drugs and go to war.


Infection
Follow the story of two survivors after an infection has spread across the USA.

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Task Length (Not Playtime Length)

RMN hasn't improved at all, has it?

Yeah, fuck you too, dude.

Some people call me the "wallcrusher"...

Those poor helpless walls...one of these days, wall going to crush you!

Welcome to RMN!

Emirpoen Tries Infection

Thanks man, I appreciate the time and effort.
Soon, I'll be adding a page to the profile which will be sorta like a game manual and explain everything, like skills and items, general gamplay, etc...
This is definitely a game you can't spam spacebar to win, or you might win but be pretty messed up afterwards.
It's a very "survival" game, having to use everything at your disposal to win.

author=Avee
Though I wish InfectionFiles would stop redesigning everything over and over again and just finish the game already :P

Haha, sorry! I just don't want to look back on the beginning of the game and feel it lacks compared to the middle and the end.
I want it to be perfect so the player sticks around!
And it will be awhile until I start on chapter 2 of Infection. :P so might as well polish the first chapter to death haha...

What are you thinking about right now?

The Ninja Turtles would so make sparks fly off the Power Rangers.

Task Length (Not Playtime Length)

author=Avee
Let me just say that as a developer, if you want to have some control over the time players should spend on a given segment, you shouldn't assume that all players will explore every corner and fight every enemy/encounter.
This is how I feel, very strongly actually.
The main reason I don't see the point in trying to create hard sessions on the player, because it just flat out varies waaay too much.
It's been said here already, but the fact is people play differently, what takes one guy 30mins takes another an hour.
So, even if you did create an intricate system of savepoints and tasks length it comes down to the player, and I'm not sure that's something you can control 100% of the time.
You can't really factor in optional content and if you do it might mess up the entire timeframe you were planning anyways.
author=Crystalgate
The player should be given chances to quit the game much more frequently than that though. If you have save points, I say no more than fifteen minutes between them.
Yeah, this.
And on the same note, not all tasks should be super long either, and if they have to be, break them up into segments and give the player a break. That then leaves it up to them if they just want to soldier through it or not.

The Screenshot Topic Returns

author=UPRC
I don't agree with any of the road/roof complaints in Liberty's screenshot. It just seems like nitpicking that boils down to personal taste in my opinion. I think it looks perfectly fine as an RTP map.
author=Liberty
Yeah, you might be right about that one roof, but cutting it a tile shorter would kinda look like it was built above the wall - just a tad. I'll look at reworking that house at least. And I'd meant to change that part - the straight edge in front of houses, but forgot. >.<; (And yet I remembered the side doors. Silly of me.) Thanks! ^.^

Yeah, it is nitpicking, sorry about that. The roofs are fine. :)
It would probably look odd if it had the wall there between the roof and the city wall, I get that.
But awesome, glad I could help in some way, even if it was jogging your memory!

I thought I'd just share my opinion anyways, I thought that's the point of this thread, we don't have much to go on besides the screenshot in question. I nitpick my own maps to death. :P

@Liberty- Any plans on some kind of overlay? You should show us this map when it's all pimped out with people and effects and whatnot!

@Kazesui- I love that effect!

Please delete post. The links are broken, and information is outdated.

Wooah, these are fucking badass. (no critique other than I really like it?)