let me put my two cents in.

First of all, I'd like to see a few more modifications with Swamp. For
example, right now, the default weapons have skills associated with
them, but the newer ones don't.

Then, you have questions like this: if there are now weapon classes,
couldn't you have class-based skills, plus individual weapons skills,
so that you truly did have specializable characters?

I mean, I'd love to see a melee class specialization with skills in
axe and riot shield and maybe even chainsaw.

Maybe Jeremy could put back in the old .45 caliber pistol, giving us
more and more choices in each class.

The thing that makes choice neat is having the ability to feel like
you're in charge of what your chatacter is doing.

Even if the choice doesn't change that much, it can have implications.

Let's say, for example, that you can have the .45 pistol and a
Thompson SMG, or something similar. Those both use .45, a slower, more
powerful, louder ammo than 9mm, which is our standard pitol and smg
ammo at present. Let's suppose that .45 is a little more rare or
expensive, somewhere between 9mm and 7.62mm.

Then, let's suppose that we have a machinegun which takes 5.56, like
the AR15. The m249 is a good choice, or the Stoner LMG.
This would make ammo a little more of a choice, meaning you could
specialize in ammo... collect what you need and sell the rest, as
opposed to having a bunch of everything.

A sniper rifle might be chambered in .50 caliber, as might a gatling
gun class weapon, say something like a Browning .50 caliber
machinegun. The more amo types and weapon types we have, the more the
came will feel as though you can customize your character and playing
style...
For example, back to the .45 caliber ammo, one way to make it make
sense with being slower, more powerful, and louder is to shorten the
range of effectiveness and increase the damage.

Then look at the AK assault rifle. It could use 7.62 mm ammo, but
would you want to equip that rifle with that expensive of ammo? It
might be worth it if the rifle is significantly more powerful than the
AR15.
Questions like that keep things interesting.
All I'm getting at is this. Swamp could be more customizable to make
you feel more like you're in control of your character, to make the
game even more replayable. Look at most sighted people's games.
Counterstrike has a buttload of guns, but the differences are slight.
Still, people pay money to access new guns, simply to further
customize their character.

As for smaller games, it might be nice to have a game development
cycle, starting with one game, making it playably complete, making a
new game, making that playably complete, then a third, then returning
to the first, taking what you've learned back around, increasing the
games' playability ratings each time. I know that seems confusing, but
I hope it makes sense.

Finally, I also know that we put a lot of pressure on developers. We
have a few Indie devs in our community, and those developers are
one-man teams. Most Indie teams in the sighted world are at least two
people, so we have to be kind, as kind as we can be.
Given that Aprone here has made significantly awesome games, and that
those games are free, kindness isn't a suggestion. It's a human
decency.

Essentially, whatever Aprone makes will be good... It's already
inspired me to new heights of thoughts, especially concerning my own
future in game development.

Signed:
Dakotah Rickard

On 3/24/13, dark <[email protected]> wrote:
> Hi Tom.
>
> Castaways actually surprised me very much. i'd not been that much of a fan
> of resource management stratogy games before then, since most of those I'd
> tried had been online pvp ones like the old fantasy empires, or purely
> strategical military games. In those sorts of games the gameplay was
> entirely one way, you set stuff up then basically just leave it working and
>
> producing while you do military stuff.
> #what game me in castaways however, was how reactive the gameplay is and how
>
> concerned you needed to be with individual people and their fortunes. For
> example, say I am building a house, well once I have the resources I can
> take a few people off wood and stone production and make them into builders,
>
> indeed I tend to always turn my peasants into builders so that they
> construct stuff quickly, however if someone gets injured on the job I'll
> need someone els to take time out of their schedule to become a doctor.
>
> I'd love to see more of this complexity, I know for instance Aprone was
> considdering an actual harvest cycle with growing seasons, heck, I'd love to
>
> see the minutist aspects of life controled so that you need coblers, makers
>
> of buckits and crockery,  could improve your cooking by having your
> blacksmith make knives and cooking pots, need to assign a midwife when one
> of your people had a baby, need to find medicinal herbs etc.
>
> There are just so many aspects of life Castaways could! cover, not to
> mention going further and onto bigger scale with what you can build.
>
> fpor me this was a totally new experience and I'd love to see more of it.
>
> Beware the Grue!
>
> Dark.
>
>
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