IMO Dungeon Monkey looks much nicer than GearHead2. It's not simply a matter of the artwork, either- mostly it's the little touches like the border between water and land, or the textured text boxes.
Yeah, I'll be hammering the ASCII nail pretty hard here, but... DM doesn't have ASCII mode. The simplified (simplified =/= worse, of course) graphics makes it less of an issue, but I'd still like to see my @s firing * all over the place.
In addition, the Dungeon Monkey interface tells the player everything they need to know. The GearHead2 interface suffers from some hidden data (encumberance level, for instance) and missing graphics (many status effects just show a blinking box).
All the status effects display clearly when targeting the enemy
At least in ASCII (and until you've got like seven stacked on something; the window runs out of space at that point...). Agreed there's no at-a-glace identifier as to if they're on fire or what-have-you, though. I guess I wouldn't mind seeing something like crawl's ctrl-x command, which lists out all visible objects -- in GH, it could show status effects too. Dunno if that'd be viable with GH's code base, though.
For ASCII, something as simple (I'd hope it was simple, anyway...) as color-shifts for the letters might be helpful; possibly depending on the status effect (for single effects; a single color for multiple effects, probably.).
I think the 2D SDL version should become the default. It's less ugly than the 3D.
Just leave an ASCII mode around and I probably wouldn't complain
Kudos on figuring out what the entire PSX era game development never really caught on to, though. 3D doesn't look good until a ridiculous amount of time and/or money is invested into it. 2D doesn't require even
remotely the amount of effort.
Content
I think the opening needs to be completely redone. Start with a bang, get the player personally involved in the core story, introduce some NPCs who can potentially become lancemates- then allow the CavClub visit after this first part. The important parts here are that 1) the story gets introduced before the PC really gets to do anything by themself, thereby helping to remove the whole "free-floating anxiety" opener, and 2) there should be multiple things to do and they should all be introduced, rather than lying around like a forgotten penny.
Though, like in GH1, an option to blow all that off and meander into the distance would be really, really nice. If there's one thing that'll get a person more riled up than 'free-floating anxiety', it's being shoehorned into doing a mini-tutorial (even when it's interesting) for the N^3 time to get that incredibly helpful piece of loot (See GH1 tutorial mecha!).
All in all, though, the snipped points are a kind of generalized 'agreement'. GH2 does, actually, have a lot of content, it just feels all... free-floating, or something. Not really connected to the world/area the content's in, which makes it hard to actually
find all the neat stuff that's there.
Something else that really needs to be done is to make exploration more important- there should be a reason to check out the different buildings in town.
This would be nice. 90% of the time, I only go to 1)The space port, from which I phone my way through mission grind/plot and 2) the shopping centers. Unless I'm after something specific (Mission req, blackmarket, arena, etc.), the other buildings just don't get visited. No reason
2) More interesting combat scenarios would be possible; instead of one scene for one combat it would be possible to lay out several different encounters on a single map. If you're trying to destroy a base there could be wandering guard patrols which you could either fight or avoid. If you've been sent to patrol an area, there might be several groups of mecha, and you have to interact with them to see which ones (if any) are up to no good (no bonus for blowing up the bus full of nuns). Missions with multiple objectives and partial victory would be possible.
Isn't this already possible in GH's time-style mode? You've got wandering missions (pirates, patrol-folk), I'd think you could key those to neat things.
Though I see what you're saying about keeping it to a single map instead of having several (encounter-type) maps attached to a main one. Might have to implement even larger (oy) maps, though.
3) If models no longer have a facing, this greatly simplifies the creation of new sprites since we only need one view for each sprite. Also, it makes paper dolls possible... maybe even paper dolls for mecha.
Ahahahaha! ASCII VICTOLY! Well, not really, but still. @ (Well, the letter) plus =@+ is a rather elegant solution, much less effort than multiple sprite facings
Facing and firing arcs are a pretty big thing in GH, though. I'd hate to see those get tossed to the wayside.
Less Scripting
One of the problems with adding new things to GH2 is the amount of scripting that needs to be done. It's insane. Did you take a look at the AdvCom files for DMU? Hardly any scripting there. The world generator takes care of most scripting tasks, allowing the content files to just mostly describe what they want and let the program put everything together.
Maybe get around to rustling up a 'mission editor' of some sort? Utility (hopefully easily upgradeable, to account for eventual code changes) that does the scripting 'grunt work'? I think I speak for the crowd when I say that, irregardless of its benefit to you (imagine the saved keypresses!) all of us on the other side of the program would be
all over that. We'd love to be implementing scene ideas, but item/mecha content is the only thing that's, uh, readable to the uninitiated.
Other than that, coding's not my thing.
Even that is more wish than actual suggestion. My big suggestion would be to figure out what simplifying GH2's scripting system is going to
cost, then compare it to the benefits. Might be a case of the shinies sitting on top of a sping-loaded leprosy syringe, yanno'?