No Man's Sky

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No Man's Sky

Postby youngneil1 » Tue Aug 09, 2016 11:04 am

Oh dear, this one might suck away quite a heaplaod of valuable IB2 development time :mrgreen: - then again the inspiration returned will fuel our project in the long run big time :D :

https://www.twitch.tv/hellogamesofficial/v/82473234
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Re: No Man's Sky

Postby Pongo » Tue Aug 09, 2016 1:11 pm

I'm not sure about No Man's Sky personally. It might be great, and the graphics certainly look good, but I generally get bored quickly by procedurally generated content. And wasn't there a problem with other players naming everything after penises (although I think they solved this by having players start at different points in the massive universe). I find MMOs/online gaming off-putting for that kind of thing. Maybe this will be the game that bursts that bubble and sucks me in, but I'm going to give it some time (and price drops) before I try it. I'd be interested to hear your thoughts when you've had a chance to play it though, maybe you'll change my mind...

My current inspiration is Age of Decadence, a low budget RPG with great choice and consequence and really challenging combat (challenging to the point of offputting, which means you really start looking into alternatives to attacking people). I haven't finished it yet (building has priority at present!) but I'm enjoying making my way slowly through the story.

Also, I got into a rogue-like on my phone called Pixel Dungeon (which kinda goes against my comment about procedurally generated content, I know). Its hard, but I'm enjoying the small, focused maps and basic gameplay.
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Re: No Man's Sky

Postby youngneil1 » Tue Aug 09, 2016 2:43 pm

Ah, indeed it might just end up a disappointment (as sadly so often with anticipated games, sniff). I also have reservations against a procedural only game as these tend to feel blend, cold and repetitive from past examples. A handcrafted core of a game on top of a procedural background world as canvas on the other hand... that would be something :) . On the other hand, I am the slow wanderer type in games and like the lure of the unknown, so NMS checks that box for me. Mhhh. I planned to get a good mic for better IB Let's Plays plus expalining stuff in videos, so I might also use that one for streaming a bit of No Man's Sky next weekend... might be fun :). If I get it setup and find time, I will link it here first.

Looking into Pixel Dungeon right now, will test on my train ride home, hehe ;) .
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Re: No Man's Sky

Postby Pongo » Tue Aug 09, 2016 2:54 pm

Enjoy! I got as far as level 16 on one particularly lucky game, but normally I wipe out at around level 10... :)
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Re: No Man's Sky

Postby youngneil1 » Tue Aug 09, 2016 2:58 pm

Ah, Age of Decadence... yes, I missed out on that one so far. Very prominently discussed the Codex it is. With no experience with it, I yet only have no more than a gut feeling: the realistic and brown look with 3d turned me off a bit on first glance (but this will not matter in the end), also it seemed really text heavy (which again can be a fine thing, depending on the quality of the writing). Difficult combat and choices and consequences then again are very much to my liking :) .

Edit: So, 16 to beat, hehe :mrgreen: ... will likely not make it to 5 :lol: .
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Re: No Man's Sky

Postby youngneil1 » Tue Aug 09, 2016 4:05 pm

Killed by Ghost on level 1(Warrior) normal difficulty -> See, I am a killer :lol: :cry: ...
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Re: No Man's Sky

Postby youngneil1 » Tue Aug 09, 2016 4:07 pm

Pixel dungeon's optics and interface are ace by the way! Wonder if we can copycat the one or other thing, hmmm...
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Re: No Man's Sky

Postby youngneil1 » Tue Aug 09, 2016 4:21 pm

Became lvl 2 Rogue (normal), incinerated myself with green potion :twisted:
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Re: No Man's Sky

Postby youngneil1 » Tue Aug 09, 2016 4:22 pm

Right...MUST...WORK...ON...IB2!
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Re: No Man's Sky

Postby Pongo » Wed Aug 10, 2016 9:52 am

Yeah its pretty addictive! At some point you figure out what's going on and you start making massive advances. The levels are randomised, but certain things will almost certainly appear within every five levels and you start to recognise how to use them (and which risks are worth taking - for example I always avoid fighting fish, no matter what goody is offered as the prize, because they're bloody hard - and if you "examine" the statues you can work out what goody they're carrying and make a judgement about whether to wake them up or not). You also unlock specialist classes when you progress to a certain point, and these classes are then available from the start of the game which improves your chances of progressing.

The potions are a great risk/reward mechanism. The colours are randomised at the start of every playthrough so you're never sure what you've picked up unless you drink it or use an identify scroll (which are probably best saved for potentially cursed armors and weapons etc). Drinking a firebomb whilst low on health is definitely not recommended...

One last tip - the background tiles are often interactive, eg water tiles will extinguish fires/conduct electricity and planty tiles will catch fire etc. I thought they were just for aesthetics at first, but they're actually quite useful.

Right, I'll shut up now. ;)
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