This strikes me as a "how hard can it be to code?" line of thinking. Writing can be incredibly challenging, not to mention the code that drives the event and the testing involved. What I really wish the creators had done is made it much easier to mod the game with player-created content.
>depth of gameplay
Just putting it out there: this game was created by two guys and it's unknown if they were even able to devote their full attention to it. In my personal opinion, given this context, the result is impressive.
>I've never had one of those moments in FTL
They do exist. One time I destroyed the enemy but the boarders were absolutely destroying my Engie crew. Thankfully my doors were upgraded, but my Medbay was down. In the end I used a Fire Bomb weapon against my own ship multiple times to kill the boarders.
> This strikes me as a "how hard can it be to code?" line of thinking. Writing can be incredibly challenging, not to mention the code that drives the event and the testing involved. What I really wish the creators had done is made it much easier to mod the game with player-created content.
Agreed, it's easier said than done but I'm not asking for F. Scott Fitzgerald level of writing, I'm sure you can find plenty of inspiration in the thousands of episodes of various space opera TV shows out there. But I agree that making it easier for players to create contents would be an other way to solve this problem.
> Just putting it out there: this game was created by two guys and it's unknown if they were even able to devote their full attention to it. In my personal opinion, given this context, the result is impressive.
Meh. The other games I mentioned (nethack, DCSS and angband) are all made by small "indie" dev communities and they're open source and they're free of charge, yet they contain a massive amount of assets.
This strikes me as a "how hard can it be to code?" line of thinking. Writing can be incredibly challenging, not to mention the code that drives the event and the testing involved. What I really wish the creators had done is made it much easier to mod the game with player-created content.
>depth of gameplay
Just putting it out there: this game was created by two guys and it's unknown if they were even able to devote their full attention to it. In my personal opinion, given this context, the result is impressive.
>I've never had one of those moments in FTL
They do exist. One time I destroyed the enemy but the boarders were absolutely destroying my Engie crew. Thankfully my doors were upgraded, but my Medbay was down. In the end I used a Fire Bomb weapon against my own ship multiple times to kill the boarders.