Ok, bit of a silly question but...
no silly question at all. Only unasked questions are stupid.
When you were creating the missions for FH, or making missions in general, what difficulty setting are you using? I ask because the 2259 and 2260 were the 2 hardest bastard campaigns i've ever played!
Did you play any of MAG's missions? B5 Starfury Pilot?
Anyway, all Hunters missions are tested on Medium by myself, since that's the usual difficulty for me. (TBP defaults to Easy by the way, that's one under Medium).
My campaigns are definitely not the walk-through kind. (okay, for me they are since after playtesting a particular mission part 20 times, you know the drill
).
On the other hand, Hunters are very controlled campaigns, very scripted. I don't put say 5 enemy wings here and 2 friendly there and then set all on
attack-all. All missions are controlled and beatable, that's what actually takes most of the time during fredding, finding out what to throw at the player.
The mission design philosophy behind Hunters is simple, it has only two parts:
Challenge and Reward.
Yeah, those missions are often difficult. I doubt the average player can finish any of the later in the first two tries. That's intended. You always have to keep track of your surroundings, learn the special rules of the mission and never let your guard down to succeed.
But on the other hand, all missions really reward the player. The campaign rewards the player.
It's not just like "hey, good work on taking out that army, now look here another one just twice as big". I designed both missions and story to make the player feel that he or she has an impact on things, to make the player feel bad-ass when winning.
Fast-paced action and fast-paced story that goes hand in hand with the canon but still going the extra-mile to flesh out the universe and the events. I wanted to retell Season 2 - 4 in a way that even a non-B5 watcher could understand.
Mind sound selfish but I think I succeeded.
I gave up on Dark Children in sheer frustration at being killed all the damn time! (admittedly my piloting skills leaves a hell of a lot to be desired!)
DarkChildren on the other hand was never a polished product. As is (sadly) my Operations campaigns.
Hunters is my flagship campaign if you will. The thing I really care about.
Vid you really need to start to voice act the FH campaign, even if you start with the captain's log. You did fair enough job for the dark children, you can do this. Any considerations after the third part is finished?
Definitely. Although I am not sure about the Personal Log and Briefing parts. Ingame will be voice-acted after part three is released, since that way I can make last-minute changes to the whole Trilogy and then release the ultimate final edition (in a steel silver case, only 9999 bucks
).
The problem with the log is that if you give the player character a voice, it might prevent you from connection to your alter-ego.
And it would have to be recorded twice, since your charcater has no fixed gender (it was a pain in the ass to write all the lines without addressing Boss as he or she ever, something that happens almost automatically when you start writing fiction).
I am really working hard on getting it done.