Instakills are always hated though unless they're alluded to. If you have a neon-blue/green scanning area that can be seen "somehow", and straying into that is insta-death, then you've got a good way of scaring people - and by turning it off sometimes, then they can beat the fear and attack.Yahtzee said:Currently the thought is to just insta-kill the player if they move too far away from the cover, and mumble something about advanced hitscan weaponry. It's not a terrible solution, all it'll take is a bit of dialogue to explain away, but it may create an impression in the player's mind that these ships are always to be steered well clear of, which isn't my intention. I'll have to think on it. That may take some time.
A-freaking-men. I must have created over a dozen little projects over the last couple years that I abandoned for this reason. Right now, I'm thinking maybe it's best to go completely freeform, which refutes something I believed earlier: that it's best to have the entire game designed in advance.Yahtzee said:Anyway, the build currently consists of a small asteroid cluster littered with the debris of a crashed ship, with five salvage crates scattered around that make a little thing pop up on the GUI when you collect them. The first problem I've run into is that it's as boring as shit. This tends to be the way things go with game design; you can have all the theory in the world but the moment you put anything into practice it sprouts issues like a Chia pet.
He probably wrote this ahead of time, so we'll most likely see something about it next week.Hubilub said:Shame, I was hoping he would address Michael Atkinson in this issue.
Oh well, maybe he'll comment on it later