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Black_Crusher 07/30/18 2:08:38 PM #1: |
Which do you prefer? - Results (13 votes)
Torch lights darkness when equipped as a weapon
46.15% (6 votes)
6
Just having the torch in your pack lights darkness, regardless of weapon equipped
53.85% (7 votes)
7
But I thought it might be a cool idea if just having it in your backpack at all would trigger this secondary effect of lighting up dark areas so you could use other weapons to attack with. Which method would you prefer? Thanks a lot :) --- My roguelike, Equin: The Lantern! https://store.steampowered.com/app/547980/Equin_The_Lantern/ ... Copied to Clipboard!
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rogerskg1979 07/30/18 2:12:52 PM #2: |
If you put a lit torch in your backpack, then your backpack is going to catch on fire.
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gguirao 07/30/18 2:15:16 PM #3: |
First option.
--- Donald J. Trump--proof against government intelligence. ... Copied to Clipboard!
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ParanoidObsessive 07/30/18 2:16:24 PM #4: |
A Torch should be required to be in someone's hand, or in a wall-mounted holder.
If you want a hands-free option for light, it should probably be a light spell of some kind coming out of a ring or a bracelet or necklace or something (or, in a non-fantasy setting, some sort of lantern or glow-stick hanging off the person's belt or a chest harness, or a miner's helmet with a lamp light). Alternative bonus points for something that can float along behind you as a sort of hovering light. --- "Wall of Text'D!" --- oldskoolplayr76 "POwned again." --- blight family ... Copied to Clipboard!
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Flyingpirate 07/30/18 2:17:56 PM #5: |
Torch lights in backpack. I used to do a bit of videogame stuff myself. My biggest mistake was assuming too much of the player. My testers complained, at first I was a bit arrogant until I was humbled by having trouble testing another person's project. Keep things simple for the majority.
*Edit - I get why people want option 1, I like it too but just remember most players are very casual. --- "It's one of those things that just happens when idealism begins to viciously bludgeon realism." - Questionmarktarius ... Copied to Clipboard!
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Black_Crusher 07/30/18 2:34:08 PM #6: |
Aw man this IS a harder decision than I thought!
My old school mentality is what made me make it work like option #1, but during my play testing I'm finding that it's sort of annoying when I want to swap over to another weapon and I lose almost all sight of the room (this is a Metroidvania, so for example the Flail weapon can also break boulders that block your way and some are in dark areas). I did incorporate quick weapon sifting using the shoulder buttons to try and alleviate some of this pain in the ass-ness though. Another thing I forgot to mention is that the torch is negated while the guy is in any standing water as well. Right now with the torch equipped as a weapon it's both dark and you're unable to attack with it at all. If I changed it to work like option #2 the lights would go out but you could still attack with another weapon. --- My roguelike, Equin: The Lantern! https://store.steampowered.com/app/547980/Equin_The_Lantern/ ... Copied to Clipboard!
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Black_Crusher 07/30/18 2:34:51 PM #7: |
Flyingpirate posted...
Torch lights in backpack. I used to do a bit of videogame stuff myself. My biggest mistake was assuming too much of the player. My testers complained, at first I was a bit arrogant until I was humbled by having trouble testing another person's project. Keep things simple for the majority. Yes I feel you here. Option 2 is almost like a QoL addition. Edit: Thanks everybody for your feedback! When you're doing something like this for such a long time by yourself you tend to lose perspective. --- My roguelike, Equin: The Lantern! https://store.steampowered.com/app/547980/Equin_The_Lantern/ ... Copied to Clipboard!
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DPsx7 07/30/18 3:06:47 PM #8: |
Over the years I've come to realize that 'realism' needs to take a backseat to gameplay. A good comparison would be Doom 3 where they wanted you to keep switching between the light and the weapon. Obviously this is irritating so people modded the light mounted to the weapon. You get the same effect where you have limited vision but it's so much more playable.
Being that placing a torch in a pack is a bit silly you might equip the player with a small lantern instead. Could be a smaller radius than if you had a torch. ... Copied to Clipboard!
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Wii3Kings 07/30/18 3:10:47 PM #9: |
ParanoidObsessive posted...
A Torch should be required to be in someone's hand, or in a wall-mounted holder. This. --- ... Copied to Clipboard!
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funkyfritter 07/30/18 3:11:09 PM #10: |
If there's no downside to carrying a torch then it's not a very interesting mechanic. Either make them hold the torch or just make sure your environments are lit well enough to not need their own light source.
--- And with that...pow! I'm gone! ... Copied to Clipboard!
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JixHedgehog 07/30/18 3:12:38 PM #11: |
Its gotta be held
Even if there's a place to stick it upright on your pack, you'll always be looking over your shoulder to see if its out or if its close to burning you or your pack etc --- Not changing my sig until Nintendo announces the Switch XL 1/12/2017 ... Copied to Clipboard!
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Black_Crusher 07/30/18 4:14:21 PM #12: |
I have a couple weapons that can be upgraded in this already.
What about having the torch act like option 1, but can be upgraded to act like option 2? --- My roguelike, Equin: The Lantern! https://store.steampowered.com/app/547980/Equin_The_Lantern/ ... Copied to Clipboard!
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Red_Frog 07/30/18 4:30:35 PM #13: |
Black_Crusher posted...
I have a couple weapons that can be upgraded in this already. I like that, make the pack upgradeable with a torch holder. Gives people the option if they want to use the resources to do so, and adds a QoL improvement that feels like a genuine upgrade. If there needs to be a trade-off, maybe placing the torch in your holder could give slightly reduced light while holding it in your hand would provide full radius. ... Copied to Clipboard!
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GanglyKhan 07/30/18 4:33:59 PM #14: |
Lantern clipped onto a belt or strap.
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ParanoidObsessive 07/30/18 5:07:00 PM #15: |
Flyingpirate posted...
*Edit - I get why people want option 1, I like it too but just remember most players are very casual. The casual solution is to ignore light sources entirely and just keep ambient lighting high enough in general for the player to see without having to worry about personal light sources. Yes, that leads to jokes like people pointing out that someone is apparently going around lighting candles in 2000-year old tombs in games like Skyrim, but it saves having to worry about dynamic lighting or mechanical justification for lighting on the player's end. If you're catering to a less casual instinct by having light-sources be a physical and manageable presence in-game, you've already sort of implicitly accepted that you're going to have to have an added level of complexity - and like it or not, having an open-flame light source attached to a backpack in any way is inherently unjustifiable narratively. Again, this is why, if you absolutely want an idiot-proof light source anchored to a point on a character model, you're far better off either going with the magical light stone option, or a clipped-on flashlight or light stick for more modern or tech-based settings. Because those are far more justifiable, and players around the world aren't going to ask how your character isn't constantly setting himself on fire. --- "Wall of Text'D!" --- oldskoolplayr76 "POwned again." --- blight family ... Copied to Clipboard!
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Black_Crusher 07/30/18 5:11:12 PM #16: |
I can't really change it to a lantern because you can already attack things with it as a weapon and burn stuff too.
I mean I guess you can technically smash things upside the head with a lantern too. --- My roguelike, Equin: The Lantern! https://store.steampowered.com/app/547980/Equin_The_Lantern/ ... Copied to Clipboard!
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BADoglick 07/30/18 5:46:26 PM #17: |
funkyfritter posted...
If there's no downside to carrying a torch then it's not a very interesting mechanic. Either make them hold the torch or just make sure your environments are lit well enough to not need their own light source. --- BADoglick to the Max! ... Copied to Clipboard!
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Zeus 07/30/18 5:47:54 PM #18: |
Not for nothing, but a torch is an impractical light source in the first place >_>
--- (\/)(\/)|-| There are precious few at ease / With moral ambiguities / So we act as though they don't exist. ... Copied to Clipboard!
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DeltaBladeX 07/30/18 6:08:25 PM #19: |
If it could be dual wielded, I can deal with holding it, but I wouldn't want to lose regular weapons unless it was only for rare sections.
--- I'm not lazy, I just don't care http://backloggery.com/DeltaBladeXNZ - https://steamcommunity.com/id/DeltaBladeX ... Copied to Clipboard!
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aHappySacka 07/30/18 6:11:44 PM #20: |
Black_Crusher posted...
I can't really change it to a lantern because you can already attack things with it as a weapon and burn stuff too. You could make a new separate item for the lantern which functions similarly to the torch but still works even when not equipped just like in option 2 but overall is a worse weapon and/or gives less light as well. --- You are now blinking and breathing manually. https://imgur.com/91NC0Cb ... Copied to Clipboard!
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Smiffwilm 07/30/18 6:13:20 PM #21: |
I like how I'd be swimming in some cave in Skyrim and find a chest containing a lit torch within it.
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Revelation34 07/30/18 6:21:31 PM #22: |
Both. Higher luminosity when equipped.
--- Gamertag: Kegfarms, BF code: 2033480226, Treasure Cruise code 318,374,355, Steam: Kegfarms ... Copied to Clipboard!
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Krazy_Kirby 07/30/18 6:24:45 PM #23: |
JixHedgehog posted...
Its gotta be held except this is about a video game --- Kill From The Shadows. https://en.m.wikipedia.org/wiki/Idiot ... Copied to Clipboard!
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Black_Crusher 07/30/18 7:30:15 PM #24: |
aHappySacka posted...
Black_Crusher posted...I can't really change it to a lantern because you can already attack things with it as a weapon and burn stuff too. That's not a bad idea, but I only have a total of 10 slots for weapons and I wouldn't want two of them to be light source possibilities. --- My roguelike, Equin: The Lantern! https://store.steampowered.com/app/547980/Equin_The_Lantern/ ... Copied to Clipboard!
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Syntheticon 07/30/18 7:30:52 PM #25: |
If you're using it in an Alan Wake sort of way then it should only be active when equipped otherwise attach it to primary weapon and turn it on and off via secondary fire etc.
--- Mod me? You don't even know me! ... Copied to Clipboard!
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Black_Crusher 07/30/18 7:33:15 PM #26: |
DeltaBladeX posted...
If it could be dual wielded, I can deal with holding it, but I wouldn't want to lose regular weapons unless it was only for rare sections. Oh man Delta! I wish you were around earlier in development, that's a great idea. I don't think I could incorporate dual wielding at this point though. --- My roguelike, Equin: The Lantern! https://store.steampowered.com/app/547980/Equin_The_Lantern/ ... Copied to Clipboard!
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Rooster_Sucker 07/30/18 8:11:43 PM #27: |
Wow, even split.
--- Kick Rocks ... Copied to Clipboard!
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Yellow 07/30/18 8:22:28 PM #28: |
I don't know why you would go out of your way to make the torch feel less convenient.
--- "Everyone knows the law doesn't matter if it's a little kid breaking it!" ~TheOrangeMisfit on 1 year olds ... Copied to Clipboard!
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Black_Crusher 07/30/18 10:58:19 PM #29: |
This may help. Here's the same exact room with normal / non-torch vision vs. when you have it equipped as a weapon:
http://dxfgames.com/DXFTORCH.jpg Obviously the one on the left is without the torch! --- My roguelike, Equin: The Lantern! https://store.steampowered.com/app/547980/Equin_The_Lantern/ ... Copied to Clipboard!
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Revelation34 07/30/18 11:12:41 PM #30: |
Black_Crusher posted...
This may help. Here's the same exact room with normal / non-torch vision vs. when you have it equipped as a weapon: I think the bigger question is why is the chest already opened? --- Gamertag: Kegfarms, BF code: 2033480226, Treasure Cruise code 318,374,355, Steam: Kegfarms ... Copied to Clipboard!
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Black_Crusher 07/30/18 11:23:02 PM #31: |
Revelation34 posted...
Black_Crusher posted...This may help. Here's the same exact room with normal / non-torch vision vs. when you have it equipped as a weapon: I got it before taking the screenshots lol. This is towards the starting area and I've honestly tested and ran through this area like 1000 times since I started making it and it was just a habit. This is where you get your first weapon, so I always run and grab it before heading off anywhere else. --- My roguelike, Equin: The Lantern! https://store.steampowered.com/app/547980/Equin_The_Lantern/ ... Copied to Clipboard!
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Revelation34 07/30/18 11:24:54 PM #32: |
Black_Crusher posted...
I got it before taking the screenshots lol. So monsters respawn? Or can you just sneak past them? --- Gamertag: Kegfarms, BF code: 2033480226, Treasure Cruise code 318,374,355, Steam: Kegfarms ... Copied to Clipboard!
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Black_Crusher 07/31/18 12:00:49 AM #33: |
Revelation34 posted...
Black_Crusher posted...I got it before taking the screenshots lol. It acts much like Zelda 1's monsters do. The map is actually pretty large but is broken down in smaller rooms / sections that scroll from one to each other with you. Most but not all of these rooms have enemies that respawn whenever you enter and die whenever you leave. It's the same so far with things you can smash open like pots. Personally I've never handled enemy spawning like this and it was surprisingly challenging to get right but sure enough it works! To keep players from endlessly grinding off monsters, they (so far) don't reward you with either drops or XP. They're just there to be pains in the ass. You can fight them, avoid them in most cases, or possibly jump over them too. Enemies like archers you can deflect their arrows if you've bought / found the shield and etc, you know stuff like that. --- My roguelike, Equin: The Lantern! https://store.steampowered.com/app/547980/Equin_The_Lantern/ ... Copied to Clipboard!
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