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Tomes of Mephistopheles gameplay

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So Alex from Kot-In-Action has finally given us a sort of demo trailer for some gameplay of what will become Tomes of Mephistopheles. It looks interesting and as usual from Kot-In-Action the graphics are already looking rather good.

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I have asked how the player will get the bombs in the game, will be interesting to see if it uses a crafting system or if it's buying/selling from dungeon dwelling venders or what. Article taken from GamingOnLinux.com.
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27 comments
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MyGameCompany Jan 15, 2012
Looks great! I'm looking forward to seeing how the game looks as development progresses...
Hamish Jan 16, 2012
My initial reaction is "Oh my god, it looks like the spirit cave in Prey only you get to blow shit up!"

Good show. ;)
motorsep Jan 16, 2012
that's a good one ;)
rioninja Jan 16, 2012
Quoting: "motorsep, post: 3128"Right now we are debating whether to supply pre-generated dungeons so player doesn't have to wait for the first game to be generated (if you start new game, it will generate a new dungeon) or supply no dungeons and every single user will have totally random dungeon on their first launch.


Motorsep, I think you should supply one small, pre-generated dungeon. You can call it a "tutorial", or "introduction" dungeon. It should be small, and easily finished. It should also have a few interesting or useful items that the player can try, and get a feel for the game. After the player finishes this first tutorial dungeon, you can display a message about how the "real" dungeons will be randomly generated, so it will take time.

I think this is a good idea because:
1] The player won't have to wait for a randomly generated dungeon the first time, and get the wrong idea.
2] The first dungeon won't be too difficult, and will be fun (sometimes random dungeons are too hard, or boring).
motorsep Jan 16, 2012
It's alpha, very early alpha. That's what alpha funding stands for :) Not alpha as it used to be, where almost all game is finished.

So you can't beat the dungeon in the alpha. It's ongoing exploration. As we add more content, you would just generate a new one to get access to it.

It's like Terraria - huge random world. Every time you enter it you get new stuff. And for the love of God, why do we need tutorial dungeon?! :) As I read in some article, you played FPS and RPG games for how many times? I bet not once or twice. You already know the routine :) WASD + mouse, and RPG mechanics. The rest you explore and figure out on your own.
Liam Dawe Jan 16, 2012
Honestly games that don't have some sort of tutorials do bug me. Trying to play HoN at the moment and the starting tutorial was quite vague to the point that I still am not quite sure i'm doing anything right.
motorsep Jan 16, 2012
how old are you guys?
Liam Dawe Jan 16, 2012
What does age have to do with it?
motorsep Jan 16, 2012
Usually the younger gamers complain about lack of tutorials. When I began playing PC games, none of them had any kind of tutorials. And I successfully completed all games I played. So my generation thinks that tutorials are nonsense. I mean, what happened with exploration part being fun? The whole fun is to play a game and figure things out. If you stuck, ask community, read FAQ, etc. That's how it's been done, until games became shovelware and welcomed casual gamers.

I am sure when gamer tries to skim over 20 games he bough in the bundle and on Steam sale, he needs tutorial to speed up the process. While there are plenty of material to argue about, no one puts a short summary of the content at the beginning of a novel or a movie.

There is nothing more satisfactory of figuring out how to do things on your own. It seems it's a lost art nowadays. Let's face it, it's not a rocket science, nor calculus. It's a game. It's easy to figure out what to do.

I always skip the tutorial part. I am not in school any more, nor I am on the job training. I am in the virtual world, the last frontier.
Uli Jan 16, 2012
Quoting: "motorsep, post: 3140"Usually the younger gamers complain about lack of tutorials. When I began playing PC games, none of them had any kind of tutorials. And I successfully completed all games I played. So my generation thinks that tutorials are nonsense. I mean, what happened with exploration part being fun? The whole fun is to play a game and figure things out. If you stuck, ask community, read FAQ, etc. That's how it's been done, until games became shovelware and welcomed casual gamers.

I am sure when gamer tries to skim over 20 games he bough in the bundle and on Steam sale, he needs tutorial to speed up the process. While there are plenty of material to argue about, no one puts a short summary of the content at the beginning of a novel or a movie.

There is nothing more satisfactory of figuring out how to do things on your own. It seems it's a lost art nowadays. Let's face it, it's not a rocket science, nor calculus. It's a game. It's easy to figure out what to do.

I always skip the tutorial part. I am not in school any more, nor I am on the job training. I am in the virtual world, the last frontier.


Most good games did have tutorials though. If a tutorial is well designed it will not contain a lot of text and you will not even notice it (or often have the option to skip it).

These guys explained it better than I can:
http://penny-arcade.com/patv/episode/tutorials-101

And here is an example were its really well done (in a pretty old game which most people would think doesn't have a tutorial):
View video on youtube.com


I hope you watch the Videos. (I am 27 btw.)
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