J.L. wrote:
I know this wouldn't be a simple thing to implement, but I'd like to see some way to design your own Level 25 with that evil little bastard.
I think it's a tricky business to do it right. I did talk to one guy (Adam Peterson) who was particularly interested in working on a scripting language for it. It might happen in the future, but it is one of those features that has a low reward-to-effort ratio.
I was kind of disappointed with the final room in DROD.
I understand. It came down to not having enough time to write the ending how I liked.
I was hoping to recreate a really irritating cliche seen in action movies and poke some fun at it. How many times have you seen this happen: the hero and his arch-nememis fight to the death. Somehow, the villain ends up hanging from the side of a cliff or tall building or helicopter rung with the hero in a position to either save or destroy him. The hero now decides he's going to save the villain even though his enemy will just want to kill him again. Pretty much the villain always ends up falling off the cliff anyhow, through no fault of the hero's--usually some treacherous last-second lunge. So I call that having your cake and eating it too. Because it's pretty convenient that the villian dies, but still there's no blood on the hero's hands. Lowest-common denominator morality tales are obnoxious to me.
About what I ended up doing for the last room:
Click here to view the secret text
×I'm sure it seems pretentious, but I wanted to force the player to make an unconventional moral choice. Yeah, it didn't really belong in a game like DROD, but I'm entertaining myself when I write games, and I wanted to put it in. I only wish I had more time to make the last room more climactic. It is over too quickly.
I could go back and rewrite the last room, but I'd rather spend the effort on the next parts of DROD.
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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