I would love to be able to drop a camera and link it to any object (NPCs, torches, doors, etc.) so that when a player interacts/talks with it you can force perspective. I'm tired of dropping invisible walls to try and force first-person perspective. Especially when multiple people are playing a solo quest at once, it locks…
Thanks Pris! Yeah the only reason that box is there is to force perspective, as I'm sure you already know. Making the box bigger unfortunately doesn't allow that and runs the risk of people clicking from odd angles and missing everything. As soon as they let us force camera perspective I promise to stop making solo…
Another point worth mentioning. The differences between playing a roleplay story involving your character and one involving a character the Author chooses depends largely on the story itself. Whether we see the truth in it or not, people tend to be more judgemental if the story they are playing completely sucks.
I'm one of those Author's that provides you with a setting and a role that I would like you to experience from the perspective of the character I fleshed out. It's similar to playing a console title and assuming the role of the hero or heroine of the story. I don't do it as an insult to roleplayers, quite the contrary.…
Getting pushed into obscurity when it's so vital for your quest to get viewed is devastating. My own quest has been in the New tab for a week and was consistently getting played much to my excitement. I'm a new author and still have this awe and humbleness when I see my quests getting attention. Once the Tymora Travesty…
You can set an encounter to fight to submission. That's probably the first one you're talking about. There is a dialogue optional parameter that makes certain options viewable by class. You should see it in the chat's parameters.
What I did recently that worked really well was to have an npc duplicate of the encounter spawn after component complete (linked to the encounter). The NPC was hurt and on the ground. I did this to account for the fact that most guards are weak and will die in combat and one of those guards is the female lead in my story…
Hey Visual, so here are my thoughts :) I think you have a decent story line and the mechanisms you used (adverse effects for rushing through interactables therefore getting questions wrong) were great. Here are some of the things I noticed. A lot of your conversations with the ghost had extensive use of the possessives…
Thanks Visual, will take a look at yours when I get back from work in a couple of hours :) First heard on the despawning. Might be a one-time glitch. I usually always killed the main first and never had the archers despawn. I'll test it again tonight and see what's up. Much appreciated for bringing it to my attention.
You guys are awesome. It means a lot to get solid feedback as an Author. Lol we spend hours in there and to take what you guys suggest and implement just improves the quality. No reason to feel disheartened by constructive criticism. It challenges me to be better and I will never feel wronged for that :)
Thanks so much Lolsorhand! Karitr, the letters should be right after you talk to Talia before the final room :) Visual, I'll definitely give yours a try :)
I'm sorry you didn't enjoy it Karitr. If I may ask a few questions. Which Hellbeast encounter are you talking about? If you're talking about the one in the maze room those should not be able to be fought. There is a reach point that turns that into something else. Is this the encounter you're talking about? If it is I…
Thanks Elcy. You're absolutely right about a storytelling. In my quest description I called it a Narrative Adventure. I like putting people in a role and letting them be the protaganist. It's not for everyone. I've been two-starred twice so far because of that fact by "roleplayers." I accept that not everyone is going to…