Nov 14, 2011 at 1:19 PM
Join Date: Aug 20, 2006
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Posts: 2857
Age: 34
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Re: Community Project Dev Thread
LunarDoors: I still can't find any of the exorcism slips after the first. Could you PM me and tell me where they are/where any other secrets are (you said something about doing more with the beds?).
CJ:
I was going to wait to update the mod status/order in the OP until the first beta was complete but I guess I'll do it now. Speaking of which, the 21st is now looking like the deadline for the beta build rather than the final build based on everyone's completion level, so I'll make some adjustments to that too.
I racka disaprin, so I still don't have quite enough content to be worth posting yet
LunarDoors: I still can't find any of the exorcism slips after the first. Could you PM me and tell me where they are/where any other secrets are (you said something about doing more with the beds?).
CJ:
-This is an improvement, but some of the items are still unnecessary/not balanced around how hard it is to get them. Maybe try this as an outline:
--20 max ammo to start with
--Item hidden above where you get the Machine Gun is a +10 to ammo
--Item hidden to the left after the spikes is the Arms Barrier
--Item hidden in the maze is another +10 ammo
--Replace that second save point in the first map with an exp container, it's not necessary
--Item hidden in the first optional section on the second map (under the save point - nice job on it too btw) is the Turbocharge
--Remove the "money" item from the first area altogether and put it the optional wind-based part that currently gives ammo
-Speaking of which, I like the idea, but currently the design is kind of messy. In the first stretch, it isn't very clear how to deal with the part before the drop and seems kind of like you're meant to get hit. After the heal house, it's possible to safely boost straight over all the enemies to reach the third area, and the optional section is much like that as well. I strongly suggest making the map as a whole smaller and more coherent, and make more use of walls/platforms rather than relying solely on wide-open passageways.
--20 max ammo to start with
--Item hidden above where you get the Machine Gun is a +10 to ammo
--Item hidden to the left after the spikes is the Arms Barrier
--Item hidden in the maze is another +10 ammo
--Replace that second save point in the first map with an exp container, it's not necessary
--Item hidden in the first optional section on the second map (under the save point - nice job on it too btw) is the Turbocharge
--Remove the "money" item from the first area altogether and put it the optional wind-based part that currently gives ammo
-Speaking of which, I like the idea, but currently the design is kind of messy. In the first stretch, it isn't very clear how to deal with the part before the drop and seems kind of like you're meant to get hit. After the heal house, it's possible to safely boost straight over all the enemies to reach the third area, and the optional section is much like that as well. I strongly suggest making the map as a whole smaller and more coherent, and make more use of walls/platforms rather than relying solely on wide-open passageways.
I racka disaprin, so I still don't have quite enough content to be worth posting yet