So I've not done much work on the game engine I was playing with partly due to getting stuck on some annoying bugs which were more platform or tools level of code rather than progressing any sort of game. So I decide to put that aside for a bit and try something in a premade game engine where someone else gets all that underlying code right ahead of time and I can just focus on the game parts of it.
Pete is getting married to the wonderful Gill tomorrow.
Since we met back in 97, Pete has been the benchmark for dependable self-sufficiency. Relying on no-one and competing with everyone (most of all himself), he has consistently used guile and wit to forge his own path. He remains an inspiration, driving rationally and stoically through the worst luck without giving up or surrendering. Adopt, adapt and improve incarnate.
In advance of the wedding of the year (again gratz Pete, definitely looking forward to it), it's probably a good idea to lay out where I'm at, save having to explain it on the day.
So as it goes Jayne and I have separated. Not gonna lie, wasn't my choice and I'm a pretty good distance from happy about the whole deal. Never the less, I'm not distraught either. I get why it's gone the way it has and tbh there's not a damn thing I'd change, so there it is.
I've been playing this recently and enjoying it. The Yakuza series is a fairly long one mostly released on playstation up to its 6th game with a multitude of spinoffs, recently they've been remastering the original games and releasing them on PS4 and PC.
This is a game that has been in "Early Access" for a while, but was realeased in full early on this month...most notably (for me) on the Switch. It's been descibed a "Rogue-lite", "Metroid-vania" and "Dark Souls-esque". It's not the sort of game I normally gravitate to, however I'd seen a couple of reviews, and also some real-world gameplay footage (notably Eurogamers "Lets Play"), who tend to be on a skill/reaction level to myself.
Still unsure if I should keep going with this. It is kind of fun but really limited. I think the next step is to add a butt-tonne of content and a questing system. I can see how that will work but it's a lot of work to do and I don't want to sink any more time if it's just not fun.
I'd appreciate some more feedback on whether some of the concerns you had on how fun it is to move the Cloudship around and shoot etc. Is it still a pain in the arse?
Thanks again, chaps!
A big, big thank you for all the feedback. I've taken it all on board and I think the vast majority have made it either into the next big release or the ideas backlog. I've started with the most important thing: it's a bastard to drive. While it's a bastard to drive then everything else: fighting, exploring and collecting Flotsam is a pain in the arse. Get it right or go home.
I need your help; your subjective opinion - is it fun? Can it be more fun with more work? Is it bankrupt? Is the core mechanic ideas worth pursuing?
If enough of you think it is, then I'll keep going. If not, then I'll park it and move on.
DOWNLOAD HERE unzip and run the Cloudship exe.
I love playing with colours. It's half the reason that rebranding always took too long! Paletton is a hand colour tool that has a great feature showing complementary with luminosity values too.