In 1982 during the Falkland war, a Royal Navy ship is attacked by Argentines and the next thing the ship's cook Nathan knows is that he's stranded on a mysterious island. He explores the island and uncovers it's mysteries.
I know nobody's going to read this but I'm going to write my thoughts here anyway.
Developing Games has been such a great learning experience for me that I've gained a lot more confidence in my mapping and story writing skills, and about game-developing in general.
When I was developing Games, I spent a lot of time worrying about the mod's length. Because of this, I spent a huge amount of precious development time on making useless side-rooms and needlessly long levels. This led to the maps varying in detail and overall quality. That is definitely something I will try to improve upon for my future mods. I will create the levels according to the mod's story and make sure that most, if not all rooms, have a purpose. This will shorten the development time a huge deal and will improve the mod overall. If I want to have a lengthy mod, I'm going to have to have a lengthy story.
As a matter of fact, I'm going to put this new "method of mod developing" in use as I'm going to start developing Games - Episode 2 soon in nearby future. I have already started writing the script and I'm really excited about the project.
Thank you for reading!
1.7 Fixed a lot of things, also improved the atmosphere in some areas.
Full first release of Archipelago! Be kind and report any problems to me :)
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