Seems pretty cool with all the ideas you have in place along with MHDs artwork, should definitely be a popular one.
Glad to hear you're making progress. It'll get done eventually!
Is the pic of the protagonist Drakillian?
Anyway, it seems like it's working, I didn't get any errors going through it a few times.
Maybe he drew inspiration from it. :p
I really need to finish that "Child Friendly Sci-Fi" game I was working on, but I just can't bare the thought of diving in there and fixing all the bugs. >.<
Music never works for me. :'(
Edit: Oh wait, I forgot, it' my fault for using a retarded browser.
I'm infinitely excited for this! It's going to be surreal for me seeing this all finished!! :~)
Well nobody can say you weren't being inclusive. Lol
the mini game is you press a button and the game presents you with a randomly selected piece of Fishing Wisdom http://www.profisherman.com/fishsayings.html
here's the realness. when someone plays the mini game i dress up as a fish and break into their house...
I've always found that even if you create a path that most won't see, as long as you enjoyed writing it and you know it's there, then it's worth it.
No problem. Real life stuff with your family is always more important.
As far as click-through combat goes, Dungeon Stompage probably handled it best of any game on this site. You always had at least four options with various different weapons, and the player could put genuine strategy into each attack and choice of weapon depending on what opponent they were facing, which kept me thinking and planning each round despite the constant interface.
I'm intrigued by what you mean by a cinematic style. Do you mean that combat would be described in a more narrative way and the player would be given more narrative-based choices? Or do you mean that combat would be decided mostly just based on which character the player had selected with the entire fight scene being written out in a single scene?
I do think having one combat system as opposed to two different options would be better. Having two different options, beyond just being a lot more work for you, could easily make the player feel like it's really a tactical choice, or that they'll be missing out on something if they choose one way. Others may feel differently, though.
Based on my understanding of this site's user base, they would probably prefer more cinematic/narrative combat styles than less.
(When I'm making combat in games, I like giving a couple different options like "attack straight on" "duck" or "feign left then go right", with the options changing each time and each option having different chances depending on the context and opponent. This relies pretty heavily on a specific stat-based system I use, though.)
Anyways, this game sounds really cool and intriguing!