![]() My favorite of spray acid on the monster and walk away only to return later when its dead to collect the loot was replaced with you had to stay there and risk damage.Īvernum 6 showed the difference between first round testers that finished the game and second round testers that were giving up in the last quarter as they couldn't fight their way to Formello. So no more using terror wands/spells to keep the boss monster from doing anything but cower in the corner until it died, or summon a horde of creatures to deal with the monster. He wasn't pleased with all the exploits that we used to turn hard fights into trivial loot fests. The second round testers start about 2 months later and are selected on writing ability to tell Jeff what they find wrong so he can fix it and to diversify the computer platforms with more operating systems and hardware to catch problems that might be unique to a specific system like Apple's Magic Trackpad or Power PC cpus.Īvernum 5 was the first time Jeff really wanted to know how players did boss fights. However the first round beta testers that start the testing are all insane min/max power gamers that have tested previous games. Jeff has about 4 months of beta testing before releasing the Mac version. I am still playing through these games because the story is probably the best written and best woven in any game I have played for a really long time. At this point I think my biggest suggestion looking at a lot of different Indie games is that he needs some more people on the team to give input. I also think and I am assuming again here is that Jeff does everything himself. My guess is lack of input and testing because I do not see Jeff in the forums or really talking at all. There is just a huge amount of things re-used in avadon with different names and icons. ![]() Some of the worst parts of the game I have now experienced is the obvious lack of play testing if there is any and the really bizarre design implementations such as with avernum the strange need to absolutely not diversify at all and in avadon the way the travel is designed and the total lack of sound effects and music or at least a diversity of them. All the different npcs that have dialog and how so much energy and time was actually put into playing that out. Some of the greatest things about Avernum is the writing and the unique style of how the game connects and how the story is told. We have suggested several game ideas over the years and the only things that has been clearly rejected are anything using an older game engine like Blades of Avernum (Nethergate: Resurrection is the last to use that game engine) or another Blades scenario creation game editor like Blades of Geneforge since Blades of Avernum sold so poorly. We've speculated that it could either be the First Expedition sent down by the Empire or set in the time when Erika, Solberg, and Patrick imprisoned Grah-Hoth and cleared the caves of the demons to establish Avernum. Three years ago while working on Avernum 6, Jeff mentioned he had an idea for an Avernum prequel taking place before Avernum 1, but he gave no details. I suppose he will continue to make the iPad port himself and let others do LINUX and Android ports of the new games. ![]() Jeff hasn't really said what he will do next beyond making Avadon 2 this year and continuing to remake Avernum 2 and 3 to make them run on more recent computers. ![]() Shakes a magic 8 ball - The future is unclear. ![]()
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