Ooops! I think your eyesight is fine. That 2nd skull staff is from a supplement that isn't included in the David Gervais set here on OGA; different licensing. Disregard that one on the right.
Yeah, I noticed that too. That format suggestion is not a bad way to fix it since it would still lead to the page, even if it couldn't anchor to the specific comment. I'll see what I can do.
In the meantime, what was the commentid? I'll track down what happened to that one in particular for you.
I like when the world has some resting spaces. Resting spaces are not really "empty", but less exciting or full of busy features; for example, a relatively peaceful forest with occasional monster encounters interspersed between dungeons and other high-action points-of-interest. However, I don't like games where I spend more time running to someplace than I spend at thoses places, but yeah, it is definitely possible to have too much stuff packed too close together.
Runescape, for example. The world started out pretty well balanced early in development, but as jagex added more and more quest locations, features, and points-of-interest, it got way too busy. It never feels like you actually leave the metropolis areas anymore. You go from castle to "secluded dungeon" without ever getting away from buildings and shops. "distant kingdoms" are jammed right up against each other like inner-city apartment buildings.
I don't think size is as important as ratio of features-to-resting-spaces. If your game has a lot of features, make the world big enough to have enough interstitial space between those features, but not so big that it stops feeling like an adventure. 10 minutes of nothing but running with no features or events is too much resting-space. 10 seconds between features is not enough resting-space. I think the elder scrolls games did pretty well striking this balance.
Inboxninja's layout sounds pretty good for 1st person.
For 3rd person overhead, I actually like both keyboard and/or mouse. WSAD for movement north, south, west, and east respectively... or clicking the mouse to tell my character where to go. Having either option available is nice if you can swing it. Setting keycode constants for keyboard movement is also a huge bonus since it allows you to easily make the movement keys player-customizable if they don't like WSAD or the num-pad.
Ok. I tried a different node tag, but we'll see. It may not be the part I think it is still, but I'm getting closer. :)
Ooops! I think your eyesight is fine. That 2nd skull staff is from a supplement that isn't included in the David Gervais set here on OGA; different licensing. Disregard that one on the right.
ooh, nice. Some similar staves from https://opengameart.org/content/dungeon-crawl-32x32-tiles and the Xerathul's Revenge supplement to the https://opengameart.org/content/roguelike-tiles-large-collection set, respectively... just in case you find a use for them as well. :)
Ok. hopefully I didn't break anything. Let me know how the "alternate" link looks when you get notified of this comment.
Yeah, I noticed that too. That format suggestion is not a bad way to fix it since it would still lead to the page, even if it couldn't anchor to the specific comment. I'll see what I can do.
In the meantime, what was the commentid? I'll track down what happened to that one in particular for you.
No response. I hope the license can be resolved, but if no update is forthcoming, I'll have to remove this submission soon.EDIT: license issue flag removed.
It isn't showing up because you're not using the right url format.
You put (incorrect):
You need (correct):
(if you'd like, I can delete these comments since they don't apply to the thread. just let me know :)
You gotta use the "embed video" feature near the bottom of the edit tab. Embedding video through html doesn't show anything.
I like when the world has some resting spaces. Resting spaces are not really "empty", but less exciting or full of busy features; for example, a relatively peaceful forest with occasional monster encounters interspersed between dungeons and other high-action points-of-interest. However, I don't like games where I spend more time running to someplace than I spend at thoses places, but yeah, it is definitely possible to have too much stuff packed too close together.
Runescape, for example. The world started out pretty well balanced early in development, but as jagex added more and more quest locations, features, and points-of-interest, it got way too busy. It never feels like you actually leave the metropolis areas anymore. You go from castle to "secluded dungeon" without ever getting away from buildings and shops. "distant kingdoms" are jammed right up against each other like inner-city apartment buildings.
I don't think size is as important as ratio of features-to-resting-spaces. If your game has a lot of features, make the world big enough to have enough interstitial space between those features, but not so big that it stops feeling like an adventure. 10 minutes of nothing but running with no features or events is too much resting-space. 10 seconds between features is not enough resting-space. I think the elder scrolls games did pretty well striking this balance.
Inboxninja's layout sounds pretty good for 1st person.
For 3rd person overhead, I actually like both keyboard and/or mouse. WSAD for movement north, south, west, and east respectively... or clicking the mouse to tell my character where to go. Having either option available is nice if you can swing it. Setting keycode constants for keyboard movement is also a huge bonus since it allows you to easily make the movement keys player-customizable if they don't like WSAD or the num-pad.
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