piblow

piblow

Joined Member # 3968377
1 Posts 5 Replies 132 Reputation

I just read the journal about the betas being torturous to its testers and thought I should post something. I've only joined the beta testing recently, and have had only moderate time to be involved. I too have been trying to create a game from scratch using c++ and DirectX, mostly for fun as there is much to do as one person. I have made a planetary terrain though. Anyway, I think the methods being implemented to gather user information to not only add content, but actua

2 Replies 5,185 Views

luelle and luelli or ruelle and ruelli/ruelles perhaps taking some medieval currency name or sticking to the standard gold or coins would just be easiest as there are alot of good ideas suggested here already

232 Replies 344,263 Views

edit: Whoop, it double posted! Abilities are more event driven. If there are enough event triggers throughout the game, abilities can be simple scripts which don't require vast hardware resources and keep the code clean (well cleaner).

15 Replies 57,369 Views

Abilities are more event driven. If there are enough event triggers throughout the game, abilities can be simple scripts which don't require vast hardware resources and keep the code clean (well cleaner).

15 Replies 57,369 Views

These a very good point IMO. When you come down to it numbers are what drive the gaming system. That said what makes it interesting is when you get the feel for what you are achieving over that solid value. It's nice to get the idea of ability or enhancement by reading the name and brief description. When the numbers are well balanced a player should be able to chose abilities that suit their playing style and get the results that at least achieve somewhat what they're hoping for. Tha

15 Replies 57,369 Views