Crimsonland -- inspiration to game devs

Its kinda the same? You shoots projectiles on zombies top/down and aim with the mouse.

Well i agree that WoW like scripted would suck hard time. But more creative mobs would be fun.
Bust a move!
Me and my tiny team back at my coarse made a game inspired by CrimsonLand actually :P







hard to find any good shots of it being a student game and all.




I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept?
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Bustamove wrote:
Its kinda the same? You shoots projectiles on zombies top/down and aim with the mouse.


The only part that's alike is to kill lots of mobs, other than that. They're nothing alike at all...
The setting, style of play, camera and general controls, items/weapons, are all different.

Other games that are actually closer to Crimsonland, are such is Alien Swarm and bunch of others.

EDIT: @ Russell: I think I actually have heard of that game before...
Sweeping Maid
Last edited by nzrock#3291 on Jan 14, 2013, 8:46:43 PM
Man, that brings back memeories. I haven't played Crimsonland since before it was finished - an unfinished version of it was available free as an example of a 2d library they were using in it, which is how I found it, and the version I played lots of
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Mark_GGG wrote:
Man, that brings back memeories. I haven't played Crimsonland since before it was finished - an unfinished version of it was available free as an example of a 2d library they were using in it, which is how I found it, and the version I played lots of


Yeah I first played it, when it was still a beta version in development.
I remember copying the game to my pc from somewhere else on a floppy disc XD
Sweeping Maid
please, no more spiders...please
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anubite wrote:
Scripted behavior on a boss makes it too easy to exploit.

WOW raid bosses are scripted encounters. They aren't epic at all; you learn how to dance to the scripted encounter and you keep doing that dance after you've mastered it; you never have to adapt or account for a change in an enemy's behavior.

Non-scripted encounters give bosses an array of abilities and an AI to use them. Vaal is this way; although he's extremely predictable, you never know what he's going to do until he decides to do it. There is no pattern or "rage mode" or any of that nonsense. You need to react to what he does in order to beat him. That's good boss/enemy design.

ARPGs are highly replayable, scripted encounters are not. You figure out the trick once and then that's it. I still ocassionally die to Vaal, because he is not scripted.


I wish Blizzard could read that...
Take care out there.

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