Moderators: Grey, ravenger7, adept
Schmendrick wrote:Things kind of slowed down.. a lot. Serious as it is, Ironseed is still a "side project" for most of the developers, and other things have intervened in our lives. For myself, I'm going to try to start putting more effort in (currently still hinging mainly on officer/crew effects) but the holidays are bound to be at least a little distraction.
I'll try to be more active on the forum. Did you have any specific questions?
Schmendrick wrote:You could always go over to the weapons subforum and start posting ideas for weapons (again). Try to keep them more or less in line with the original IS. But the more examples of weaponry there are, the more likely I can come up with a modular system for describing them.
For example, I got kinda crazy in that thread trying to come up with a billion "damage types," and for some reason only JUST NOW realized that we can probably shrink it down to only a few types of damage (though probably more than the original 4) and then add "descriptors" or effects, which are separate (like poison, mute, darkness, etc. in a fantasy RPG). So if you have any weapon ideas, or game mechanic implementation ideas, go ahead and post 'em. I'm a programmer, I get to say "no, that's not doable," because I'm (one of) the one(s) that has to implement it and make it jive with the other systems, but... anybody can come up with ideas. And I welcome that.
Schmendrick wrote:Well, a year (or was it two?) ....
shaddam wrote:interessting.... personally I found the crew chatting very important for the overall game atmosphere, to put again an focus with AI & life sim here is an idea I like
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