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- I have notes for the planned future content and changes that should get done at some point. However, things like the change to the main menu are usually spontaneous. They happen either because of a connection to something else I do at the time that make me notice/realize something, or because players make suggestions that result in the changes or improvements of old content.

- An order of progression for the walkthrough is impossible, given that the players decide in what order they do the content in an open world game. It'd only work for the main story, which in the wiki has it's own page to explain all steps in order, but the rest can't be sorted in such a way. In my eyes, people will search for the specific quests when they can't advance it, which works the fastest with ctrl+f, or by searching for the name of the quest in the alphabetic order. I honestly don't see how a chronological order could work without a completely linear world, even with proper planning or writing. And to only sort connected quests in a chronological order while everything else is alphabetic would cause even more confusion.

(-1)

that makes sense, especially if you been working on it for some long lol. Since it's already there it definitely makes it equivalent to dealing with spaghetti code. You just dive in here and there to get what you get.

As for the organization, it's not impossible. It's definitely a bit hard to do, but again I will reference the easiest and earliest example that I used the walk-through for. When I was curious if something would happen if I let the dark mage girl finish her unlucky charm, I had to jump way down the list of quests. Yet her follow up quests are up above it as if you could possibly do them first. Which... you can't. Because you still have to get the key to unlock the door and meet her for the first time. There were other quests that were very obviously just out of place in the quest list, which is what makes me think it's either alphabetical or numerical. But if it's entirely random, that's even worse xD even if you made a wide open sandbox that players can do and go as they please, there is still going to be some order to progression of quests and where the player should be given their items and levels etc. You already said the explore and find out what areas are to strong or not was intended, and I'm fine with that because I plan to do similar things. But when even the walk-through is spaghetti... I will also bring up how I know the walk-through has lil quick jump links, but they don't seem to work on mobile. So I tend to do the "find in page" option to find specific words I hope are in the thing I was looking for lol. That's why I said it's tough for the creator (you) or whoever would put together the walk-through because you would have to know the ins and outs of the game and think which segment would come first. Even when it's a wide open sandbox, these games do still have hooks and flags that need triggering :P