Re: grave of redemption: concept demo
Hi Jayde.
I'm aware it depends upon the coding, I just remember with entombed it was the environmental stuff that got missed in favour of combat, which is fare enough sinse Entombed's combat and races are very complex, however that's why I suggest thinking about other factors from the start as a matter of stratogy. Of course, combat will be a major part of the game, I don't disagree on that score. But rather than coding a lot of stuff just like entombed's combat, smmonable skeletons, spells for fireballs and lightning balt, attacks like sneak attack and a hide status etc, perhaps to distinguish the project from Entombed some of the other factors that entombed missed could be added in a small way, for example, instead of having a basic random distribution of a couple of enemy types per floor, add in an environment class such as sewer, cave, crevace and set the monsters accordingly to appear there.
As t o descriptions, it could indeed be a separate key like shift x, however equally it could just be spoken at the end of the stats readout meaning if someone didn't want to hear the description they could always interupt the speech.
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