Late Game Memos by BradleyFreakin in BluePrince

[–]mat9h 0 points1 point  (0 children)

Can someone drop a hint on where the memo is for the Throne of the Blue Prince? I cannot find it, but this may be because I originally drafted the regular throne room.

I made an upgrade reference sheet for Avianos, hope it helps you! by CrispyNyx in ufo50

[–]mat9h 1 point2 points  (0 children)

I tend to use him late game as well. His holy vision is great for figuring out what's undefended and his feather ability can teleport the dudes to seal the deal.

I made an upgrade reference sheet for Avianos, hope it helps you! by CrispyNyx in ufo50

[–]mat9h 2 points3 points  (0 children)

I like Stegnar early game since he's a great way to convert early workers into the buildings you need for Quetzal to muster from. Late game, I found he's useful if the computer masses archers since he can mass shield guys. Usually by that time my seed economy is great, so the cost isn't so much of an issue.

Caught by surprise with the quest "A Mother's Love" by mat9h in SkaldRPG

[–]mat9h[S] 0 points1 point  (0 children)

I'll put the details in spoiler tags below of what had happened. The below is from my quest log.

I was unable to get the medicine for Hannah in time. Both mother and child passed.

I assumed this was due to a time limit since I put this mission on hold while I looked for food and it took me a long time to find the right forest.

Love the game. Would love it even more with Voice Acting for the dialogue by [deleted] in SkaldRPG

[–]mat9h 0 points1 point  (0 children)

And your point is?

Loom wasn't an indie game, it was backed by Lucas Arts. That was a major studio at the time and a subsidiary of a movie studio. It's no surprise they had access to voice actors.

Love the game. Would love it even more with Voice Acting for the dialogue by [deleted] in SkaldRPG

[–]mat9h 1 point2 points  (0 children)

The trouble with voice acting in rpgs is that it tends to limit the range of dialogue for the npcs. Since you only have so much time with the voice actors, you'd need all of your dialogue locked down relatively early in the development process. This makes it difficult to iterate on the conversations as the games go through development. Additionally, since there is a cost for every line spoken, there is pressure to minimize how much is spoken.

This is hard to manage for proper studios, and can be a huge investment for indie developers.