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Showing content with the highest reputation on 05/20/2020 in all areas

  1. 1 point
    MultiLockOn

    Dark Souls

    Pinwheel being really weak means players can rush straight to him off new characters at low level and unlock the right of kindling very early in the game if they're struggling somewhere else 🙂
  2. 1 point
    JB_

    What Are You Working On?

  3. 1 point
    a Chunk

    Dark Souls

    Been playing instead of posting, lol. I made my way through a few more areas. I went through the Catacombs. It was not one of my favorite areas, but I can't really put my finger on why. The level design is once again very cool. I guess part of what bugged my is that there are maybe too many routes that are not obvious. I like secret walls and drop downs, but I didn't care for how many there were. How am I supposed to trust that I can drop down to a ledge below with a shiny item when I can't see the ledge, and have repeatedly died from falling off ledges previously... I'm being a little nitpicky though. The area was fine, just nothing special to me. Pinwheel is a freaking joke! Seriously, what's the point of even having a boss that essentially does nothing? And then he gives you the Rite of Kindling, which is a huge advantage. Just doesn't make sense to me. Next I went through New Londo Ruins. I enjoyed it quite a bit. The new enemies are all pretty interesting. I get REALLY irritated in games where visibility (lack thereof) ends up punishing you. I guess I'm okay with the limited visibility to a certain extent because it adds to the feel of the place, and fits with the emotion. I nearly walked off of ledges because I couldn't see 2 steps in front of me though. Didn't care for that at all. But like I said earlier, I'm nitpicking. Still enjoying the game a LOT. The boss battle was a pain in the ass, and only partially because of the boss. Though in retrospect I can see how there was enough info to know if I had paid close attention to the ring descriptions, I had no way of knowing going into it that I would need to wear a specific ring even to get to the boss. The boss fight was overwhelming, and really creates a sense of urgency once you realize that more Kings keep coming the longer the fight drags on. It was disorienting with nothing in the background, but not unreasonably so. It was a challenging but very fair battle. I came out victorious on my 2nd or 3rd attempt (can't recall). So yeah, still plugging away. Haven't decided where I'm going next. I need to go back to the Great Hollow at some point. I also still have the Demon Ruins I haven't explored, and then the gates/doors that opened up after talking to the serpent dude when I beat the Four Kings.
  4. 1 point
    Always be creating...New content! It is easy to stop or pause after finishing a project and not move on to something else. If the last project was too stressful or demanding, then try something with less detail or scope, start experimenting with new brushwork building methods or different gameplay setups. Stop the dust from settling and dive right back into your next masterpiece! There are many ways to keep momentum going between projects. Experiment with new themes or texture styles, try to build some architecture at an odd angle like at 30, 45 or 60 degrees or find some concept art you like and recreate it to scale! Set yourself deadlines It's easy to get distracted adding details and being absorbed with tangent ideas when you should be focusing on the end goal, finishing and releasing your map! Setting yourself goals will focus your time on what is really needed and make you think twice about adding stuff that is not really necessary for the final outcome. A series of short deadlines are especially good if you are working with a limited time frame project because you can see progress much quicker and be more motivated to finish. Deadlines help to break a map down into smaller steps and more manageable tasks which can create a much better focused and rewarding map making experience. Never stop iterating I was once asked to create three different versions of the same encounter and at the time I could not understand why. It is impossible to know if your first version is going to be the best iteration if there is nothing for comparison. What may seem like a waste of time with duplication of work can be a useful validation of what design you have finally picked. Always consider the iteration process if what you are creating is nothing special or remarkable. Some might say the downside to the iteration process is that you can create more work than is required, but that does not mean the process is worthless. Don't be afraid to iterate because of the extra work involved, just save the different versions as prefabs. A real world example of iteration is city architecture, which often changes as people adapt places to suit their current needs. Expansions, extensions, extra routes and different styles of details can all work towards creating a better visual tapestry. Be inspired by others Hardly anyone can be creative in isolation without being influenced by something else around them. There are countless images, films and books that swim around our subconscious allowing us to come up with fresh ideas. If you are suffering from a creative block or not sure what to do next then search for concept art, go to the library or buy a coffee in a bookshop and browse some architecture books. The Internet has a vast collection of concept images, architectural photos and plenty of other types of artwork (sculptures, videos etc.) that can be used as sources of inspiration. Even if you take a concept image literally and create something similar, it will still be your interpretation and be a useful exercise for building new content with the editor. Try to avoid symmetry It is so tempting to create symmetry in architecture or gameplay setups because we see mirrored structures around us all the time and think it is the right thing to do. You can easily find a church or modern day building with identical sides and matching facade features. Symmetry is something you should be aware of at all times and actively trying to break. Try to use 90 degree rotation steps instead of mirroring functions when copying and pasting architecture (especially floor layouts) Move various facade elements vertically up or down to create an imbalance. Look for obvious vertical or horizontal lines and move elements around to break the pattern. Change the size of matching (size of flames) objects and change the style of identical pairs by removing/adding (boarding up windows with wood) something. *Note: This article is published in accordance with Creative Commons Guidelines Source: http://www.simonoc.com/pages/articles/gamedev_advice.htm Follow Simon Twitter: https://twitter.com/SimsOCallaghan Website: http://www.simonoc.com/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://t.co/hkxwVml0Dp
  5. 1 point
    icyhotspartin

    What Are You Working On?

    Getting there