weylfar on 7/9/2024 at 19:52
* A lot of lore books not related to story of the mission.
* When you're in the library, you can pick up some books and read.
fortuni on 7/9/2024 at 20:05
Quote Posted by lordhern
*. frobbable doors/gates than cannot be unlocked by any key nor is pickable nor bashable. DO NOT DO THIS.
(add as you see fit)
*. keys that vanish when unlocking something - DO NOT ALLOW A KEY TO BE DESTROYED IF YOU USE IT ON THE WRONG LOCK. <nuff said>
Agree with both points but they are not that common are they?
And yes when we know bout point 2 we always fix with a dml ;)
fortuni on 7/9/2024 at 20:08
1. Weapons stores that are only found at the very end of the map, what is the point of that? Please place them nearer the start of the map, yes hide the key somewhere later in the mission (and no I don't mean in the corridor leading to the exit room), but please let us have a use for those weapons.
2. Maybe a bit specific but Mech bots that are made indestructable by fixing a plate on their boiler, especially when they are in a large open room with no shadows and you have to run a gauntlet to survive that room., please let me destroy them.
mxleader on 8/9/2024 at 06:14
1. Lots of AI having conversations either in full view or just out of view, like when it's happening just behind a door or a partially open window. Those conversations add a lot of life to missions.
2. Exploding Dewdrop dolls. I want a store of Dewdrop dolls that can be thrown like grenades.
szabikka on 8/9/2024 at 08:13
Pretty simple. We need more "drunk guard/Benny" funny conversations. Those always make me laugh. :)
mxleader on 8/9/2024 at 16:38
1. A destroyable golden child.
lordhern on 9/9/2024 at 14:57
If dewdrop (or similar) is going to be in the mission please have the doll located in a logical spot, (kids room, or next to someones pillow)
please ensure your guards and AI have some periodic idling chatter - please no silent AI's (unless the story requires a silent AI)
vertical exploration - if it's a mechanist level please provide a vine arrow - wood surfaces may not make sense in all places, but a vent or lattice that accepts a vine won't be quite as anachronistic.
AI visual acuity > If there is something in a room that blocks you from seeing the AI it should also block the AI from seeing you. There are too many items that AI's can see through.
downwinder on 9/9/2024 at 19:11
also adding a bit more on dewdrop make sure to add him somewhere in the beginning of a mission with in 25% of the mission so you can carry him through out entire mission, its not good to get him at the end of a mission, and make it a bit of a challenge to find him/hidden in some way
Esme on 10/9/2024 at 13:25
Fun
A mission can be difficult, it can make you sit back & go "what the f...", it can make you wonder how the hell you get round or to something, it can be jaw droppingly beautiful or so fugly you feel sorry for anyone living there, it can even tell a story but ultimately it's got to be fun to play
And that comes from the author making all the puzzles, laying out the paths, making it difficult but not frustrating, selecting appropriate NPC's in appropriate places & basically enjoying themselves creating a world for others to enjoy
It's not easy making a mission, but making a mission that's fun to play .. that is art
mxleader on 10/9/2024 at 14:30
I finished playing Koobze by Koobze (Thief I FM) last night, and it's a strange and very large mission ... Large as in scale of room brushes. That being said it was challenging even though I've played through it about twenty or so years ago. There was no Dewdrop though. The funniest part of that mission was running away from the priest down a long narrow path and was so far away that he was very small but you could turn around and watch the fire ball he launched slowly coming at you. That's where proportion and scale are important for some AI actions to function as intended. When you're in a small space with a mage/priest and they launch a fireball at you it's difficult to dodge but in really big open spaces they are mostly harmless.