This requires more feedback, as this was just a fun project for me, but the more people like it, the more I will work on it :). Here are some ideas I came up with for what I could add, if you have and suggestions please feel free to comment on this, it’d be greatly appreciated!!
- Continue hunting until no more monsters nearby. Then sell
- Add more monster ranges (difficulty++)
- Better sprites (Less low quality, maybe even no pixel art)
- Better world generation
- Saving world gen seed
- Random stuctures:
- Abandoned guild (zombie generator)
- Abandoned castle (skeleton generator)
- Settings:
- Show/Hide tiles (Performance)
- Monster Entity Limit (1k Limit) (Performance) (May reload save to apply changes asap)
- Show monster names
- Fix hoard monsters (Monsters grouping and doing nothing for some reason)
- Animated Buildings and adventurers(and more atmospheric changes)
- Guild levels: (Cheapen hire cost, but increase base cost)
- Tent (3 adventurers) (Only materials are sold)
- Shack (7 adventurers) (Gear can be sold, if outdated on adventurer)
- Small Building (15 adventurers) (Adventurers get stuff on every new level, IE. potion (+3) or something small)
- Medium Building (22 adventurers) (Trader tent unlocked)
- Larger Building (New)
- Trader entity, level up from selling and depending on their level can sell/craft better stuff to trade
- Trader Tent: (adventurers give them random materials, get something back, and depending on the material they
- can craft something new to sell)
- 1 Trader
- Bonfire levels: (already done, just new images)
- Small campfire (0.016/s 1hp/min)
- Medium campfire (0.1/s)
- Large campfire (0.5/s)
- Weapon Shop levels: (Purchases strongest available)
- Wooden sword (10gold) (Durability 15 -> 25)
- Stone sword (25g) (Durability -> 50)
- Metal sword (50g) (Durability -> 150)
- Murumasa (150g) (Durability -> 500)
- More armor based equipment
- Armor Shop levels: (Hats and Body armor considered different, armor comes first then hats, if theres anything to spare)
- Wooden Helm (1 def)
- Adventurers check if their selling will get them over x instead of how many things they sell being over x
- MoveSpeed increases more per distance moved
- Traveling state: when moved too far away from homeGuild, adventurers will “travel” back to their guild.
- More movement stats (Adventurers and Monster):
- Walking
- Hunting
- Traveling
- More sellable items from goblins and tough slimes (and future monsters)
- Better Adventurer Inventory:
- Item types (better item creation in the future)
- Item images (Equiped, and item form)
- Monster drop chances randomized, and some randomly removed.
- Multi Select, be able to see the stats of two entities at the same time
- Keybind adjustment
- Ability to take over and play as an adventurer. (Would need a lot of balancing/planning)
- Guild rankings (Sort the list of adventurers highest-lowest, Gold donated, Level, and which one is the richest)
- More info, be updated on everything that happens in the info tab (Adventurers finds rare item <1%, buys item, sells items and how much gold gained) and be able to sort through for specific adventurers, also including the time that info was set and info about the adventurer at that time (A copy of their stats panel at that time), most detail if not all would be erased on exit of program, due to the possibility of complexity.
- Clicking on info of an adventurers sends you to focus on them, info includes the info tab and the guild and anything in the future that refers to and adventurer
- Boss monsters (Boss monsters that are pre-made and only come around once, once the game calculates you can maybe handle it with a custom name like “Bart The Angy Rooster”)
These ideas are in no order, some are unfinished, not because I ran out of ideas or don’t have any, just becuase… yes. But if anyone has an idea for them please comment. I’m also keeping this list updated with any new ideas I come up with or are likely to add.