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Re: TFL Gameplay

Posted: Tue Jul 10, 2012 5:17 pm
by GodzFire
iron wrote:My thinking too - its not something you'd remotely consider doing with Myth. Hmm ... new game. Where have I heard that before?
Speaking of new game Iron, when are you going to give us an update on your big project you're working on with DeadMan and Jon God?

Re: TFL Gameplay

Posted: Tue Jul 10, 2012 8:19 pm
by vinylrake
GodzFire wrote:Speaking of new game Iron, when are you going to give us an update on your big project you're working on with DeadMan and Jon God?
Their mega solo campaign/total conversion: "Myth V: Strawberry Shortcake: The Berry Age" is on hold because I have refused to loan them my collection of strawberry shortcake 3D poser files - I am holding out for a more prominent mention in the readme, and I want them to include a special big bad named after me.

Re: TFL Gameplay

Posted: Tue Jul 10, 2012 8:23 pm
by iron
Yeah its all VR's fault :)

On a serious note, we had misunderstandings on the storyline side of things which held it back (I wanted it dark and desperate TFL-style, DM didn't), then DM got married, changed jobs, and disappeared. Nothing's been done on that project for nearly 2 years now, more's the pity as it had wonderful potential.

Re: TFL Gameplay

Posted: Tue Jul 10, 2012 8:25 pm
by iron
Melekor wrote:Seems to me that an "attack group" command shouldn't be permanently pairing up targets with attackers when you click, it should be more like "move towards the enemy and autotarget as you go".

Of course, even if a new system could be implemented well, it's not clear that'd be desirable to do. Enhanced melee AI commands might reduce the opportunities for micro and take some of the skill out of it, which is bad for competitive play. If it were optional (a checkbox), it could be divisive - which setting should be used for tourneys or ranked play?
Yeah with Myth, it is what it is. To interfere with it, no matter how good the improvement seems & how well-intentioned the aim, is to invite howls of outrage from the player community and a host of unforeseen buggy side-effects. We've been down that path already ;)

Re: TFL Gameplay

Posted: Tue Jul 10, 2012 9:46 pm
by GodzFire
iron wrote:Yeah its all VR's fault :)

On a serious note, we had misunderstandings on the storyline side of things which held it back (I wanted it dark and desperate TFL-style, DM didn't), then DM got married, changed jobs, and disappeared. Nothing's been done on that project for nearly 2 years now, more's the pity as it had wonderful potential.
Don't worry, there's always something that you can do for Myth! We need your mind.

Re: TFL Gameplay

Posted: Wed Jul 11, 2012 3:22 am
by iron
Lol, all I do for Myth is chime in occasionally on these forums! Its been like that for ages now, can't see it changing anytime soon.