Let me know what you think or if you have any suggestions.
True open world adventure. · By
These are my thoughts and suggestions
1. think romance maybe marriage would be a great idea from companions and maybe a few outside
2. houses and businesses could be good too
3. skill upgrades with skill points
4. morality you can be good evil neutral
5. class advancement or ascension
6. maybe have more than one profession instead of just adventure like merchant blacksmith alchemist doctor priest whatever else maybe have a way to upgrade them to
Hey, thanks for sharing your thoughts and suggestions.
- I've thought about adding in a romance system, but it's not something I plan on adding in right now. I want to build out more of the world first and make sure there would be multiple ways to increase their affinity. I would probably need a plugin for a romance/friendship system to get it working in a good way, though I could probably get something decent working with what I got. Either way I'm not worrying about it right now.
- There IS currently a house that the player can get access to and upgrade in the game. You have to complete 3 guild quests and one of them needs to be Monster House. After words the receptionist will tell you to meet with the queen, the queen will give you the same house that Monster House took place at (minus the monsters) and a home steward will be sent there. Then talking to him you can spend gold to upgrade the visual look of the house. It's one of the earliest things I put in the game because I wanted to have upgradable player homes but I haven't done much with it yet. Currently the home can only be upgraded 2 times. Eventually, I'll add a farm and mine to it that will generate passive income somehow.
- Skill upgrades with skill points? Ain't that in the game? You mean like being able to further increase damage of already existing skills? I'm not really sure what you mean.
- I seriously debated whether or not I should add a morality system because it would really fit with the theme and gameplay. I thought about also having a notoriety system where you'd be able to attack anyone in the game and having that affect how a town treats you/guards being sent to try and apprehend you. It would be a lot of work though to implement this stuff. I'd still like to add it in, or at least something like it but I probably won't for awhile.
-Class advancements? I'd definitely add that in, but I need more battle animations to work with for it to make sense. Right now, skills are already re-using battle animations. But it would be nice to add different specialty class advancements, like sorcerers being able to choose fire, ice, or lightning as their main element and building around that, Or Knights being able to spec into a paladin or battle knight. Right now, there's already skills/skills unlock paths in the game that kinda fulfill this. To really take it to the next level though, I'd need at least a few more animations for each class that would feel unique.
- I probably won't be adding any alternative professions but I'll keep it in mind in case I think of something. And, TECHNICALLY, the player is also a blacksmith since you can craft upgraded weapons.
I gotta be careful with what type of systems and gameplay types I add to the game. I don't want it to feel bloated, like there's too much going on, or like the systems are really basic and uninteresting. The morality & notoriety system would be cool, but would it be fun or annoying? Romance would be cool, but how is it going to add to the experience? ...etc. I'm not saying they're bad ideas (cause I like them, I want to add them) I just need to make sure that they add to the gameplay and are implemented in a satisfying way.
I appreciate you letting me know your suggestions. I'm always open to hearing from everyone.
for the skills i meant something like like skill progressing like where you level up the your skills by using them over and over again and for those systems it depends on how you implement them maybe you could make the relationship thing be quest based and for the house thing could you put a house in every big city and maybe some small ones and another thing will you put in a a few more races like maybe some that are good at both and one that is not good at ether
I'm not sure I'll do something like that for the skills. There's still some things I want to change about the skills, like unlearning weaker versions of the same skill and having a visible skill tree, but I'll probably keep it all tied to requiring skill points to learn and upgrade.
For relationships, if/when it gets added, I'll have the increases tied to doing quests given by them, talking to them, and completing regular quests that are of interest to them.
I'm not going to add a player house to every big city, BUT, along with the upgradable house, I could add a small player owned house or room in some of the major city/s. They would just act as a place to go and heal and interact with some of the followers.
As far as adding new races goes, it aint as simple as you might think. Implementing them is easy, the problem is because each race and gender has to be it's own character in the entry, I have to account for each one whenever certain events happen. Honestly, if I'd known how much of a pain it was gonna be I probably would have just had one or two races, male and female. HOWEVER, I would be open to adding another race or two if they looked unique enough and were immediately recognizable. The reason there's 5 races is because that was all I could make with the generators so each of them had their own look. The only other race I could add right now would be a half animal half human race, they'd look human except with animal ears and tail. I purposefully didn't add them because I didn't think they'd be unique enough, I want whatever race that comes next to be something completely different like a monster race or something. I'll consider having them be good at everything or nothing if/when I do add them.
I appreciate the suggestions, I like hearing new ideas to consider adding in.
Yeah, demon could be one to be added. Demi-god I actually considered as a class (it's actually in the database for the game) but it would have to be a New Game + unlock so it doesn't ruin the balance. I'm not sure what the new races will be though, I'll be thinking about and see if I come across something.
I could add an adventurer rank based on guild quests you've completed. I'm not sure off the top of my head what the benefit would be. I don't want to lock quests behind rank, giving an item/gold doesn't really seem fulfilling. Maybe it could give access to a home at a certain rank or give store discounts (though I think I would need a plugin for this). I'll think about what the benefits could be.
the higher the rank the more stuff you unlock you could make some characters rank based so you dont just obtain every character from the start cause why would you just obtain characters when some characters and some people respect higher ranks more it can reduce the prices on some equipment and other items and you could make some items only available for ranks for the house
I'm hoping Guild Hunts will fill that role by giving lots of money and XP for completing them. You'll have to go to a certain area and fight much stronger versions of enemies. I'm thinking they'll be repeatable so you can get money and XP over and over again but I'm still deciding on that. Dimensional Dungeons sort of fill this role right now since you get more XP from the monsters. I might end up making these more difficult and more rewarding for going through them without leaving. There's also a chest in them with random loot but no equipment in the loot table. For special one time bosses I'll likely add some sort of equipment reward that can only be gotten from beating them.
Thanks for the suggestion.
A class that dual wields swords already exists, the swordsman. I don't think I'll add a class that can wield every weapon, at that point I would just add class switching so you could change your class whenever. I'm still working on other ways to be able to get gold and experience, for instance; adding a casino to earn gold and arena fights to earn experience. I don't plan on adding anymore races for quite awhile (if I even do) but I'll consider a divine /demonic race if I decide to add another.
I've had a lot of ideas for other classes because I may eventually add subclasses/class specializations down the road. Each class would have 3 classes to specialize into. Summoner and shadow knight were ideas that I also had for other classes. The problem with summoner is that it would be a bit difficult to implement it the way I'd want, most other classes wouldn't be too big a deal to add. Engineer could fit into the world (as in it would exist in-universe) I'm just not sure how it would work, I'd have to think about it more but I'll add it to the possible future classes.
For how long it will take to complete, I gave a best case scenario that it would take like 16 years or something if I continued to work on it by myself. I knew from the beginning that this would be a very long term project but now I don't know if it will ever be complete with how much I keep wanting to add and all the details that I want. I don't want this to be a game that is never finished so I'm reconsidering what the priorities should be and where I should focus.
I wouldn't say I prefer to make the game myself, I just don't know anyone else or trust anyone else enough to work on the game with. Plus, I don't think anyone is going to want to work on the game for free like I am. I'd love to have a small team to work on this with, it would make my job much easier and I wouldn't have to keep splitting my focus across the different aspects of the game. Maybe if the game gets popular enough or I start making money on it I can get a small team to help out. Until then, I'll try to focus on adding what's important to keep the updates coming.
Just let me know all the dirty details, I can take it. I do plan on changing it so that only certain classes have boost actions(or just removing it entirely) and the TP modes are going to be unlockable instead of them all being available from the start. Combat is a big part of an RPG like this so it's important to get it right. I'd love to know more about what did and didn't work for you. Also what platform are you playing on?
1. Romance system for sure, but not locked to one character. I WANT MY HAREMS DAMMIT! ...Or at least the option to build one with the characters I can recruit/NPCs I interact with. Something to think about for the future at least. HAREMS FOR LIFE!!!!
2. Along with the idea or morality, I think having multiple ways to handle some quests would be pretty cool. Like through dialogue checks, the possession or absences of a certain item, or whether or not you fought/met/interacted with someone related to that quest/quest chain.
3. Party banter/chat/quests. Especially if you can mix and match who ends up in your party. Like at campsites or in town bars/inns. Something to add some variety to the game loop.
4. Hunts/Bounties. Y'know, to give players a reason to fight/grind/explore, like for money/loot/ related quests.
5. Landmarks. Things you can find and note down to better flesh out the world as maybe part of a quest or just a random reward for the intrepid adventurer who likes going off the beaten path.
6. A day/night system? Maybe to influence what ppl might say or what enemies you can fight? Maybe even when some quests can be taken?
Those are just some of the things I thought of... mostly because they are things I'd like to see in my own project.... But still things I'd like to se in more games like this more generally too. Anyway, best of luck and i'll definitely keep an eye on this project.
Thanks for the feedback! I appreciate you taking the time to write something. I'll do my best to address the ideas you've given.
1. "Ah, I see you're a man of culture as well." In all seriousness, I would like to have some sort of relationship system in the game. I'd want it to affect your relationships with the different party members when you do something for them/talk with them/ or make choices that they approve off during quests. I don't plan on having anything like it in the game for a long while though.
2. I'm trying to do more stuff with quests that give different outcomes depending on what the player does. Really the only quest that has a drastic change in outcome in the game right now is failing to beat/giving up the staff to the boss during the Haunted House quest. But the other quests also change and give different dialogue and outcomes depending on certain criteria like; who's in the party/ meeting stat requirements, having met or talked to someone else. I'm going to keep adding stuff like this because I really like having different outcomes for quests that players might not even realize are there or finding out that a quest could have been completed another way.
3. There's not really much party banter now outside of having certain members when doing quests or when you unlock the player home. I'm not sure how much more I'll do outside of that, I don't want them to stop you in the middle of exploring to say something but I know there's a plugin that adds banter to the side of the screen without interrupting. I'm thinking about whether or not to limit party member switching to certain areas, on one hand it would make more sense that they aren't all with you all the time (especially since only active members get XP during combat) but I also don't want it to be too annoying to have to keep switching between who you want to take with you (though you probably won't be switching much anyway once you find party members you want).
4. I want to add guild hunts that would require you to go to certain areas and fight bosses for large Gold rewards, and I already implemented a test version of it to make sure I could do it, I just haven't actually fully implemented it yet. I want to have some more areas first that bosses could spawn in before I fully add it. This will probably be added maybe after this next update I'm working on.
5. Yeah, I should have more stuff in the world that you can interact with to learn more about the world. I'll have to start adding more stuff like that.
6. Ever since I started working on the game I've wanted a day/night cycle. I haven't added it yet though because for one, I'd rather get a plugin that can add it in better than I could, and two it adds more work needing to account for time of day with quests/ events/ NPC's. I'll definitely have one eventually, but I can't say when for sure.
I appreciate you telling me that. Right now, I am just focusing on my vision for the game. I can only do so much on my own, so my main goal is just getting done what I want to be done. Of course I do enjoy receiving feedback to see what other people would want to see in my game, but I don't make it a priority unless it seems necessary. I want to focus on getting the core idea of my game down first before I start implementing anything extra. First and foremost is to make it an open world adventure, and if someone suggests something that can enhance that then I keep a note of it for a possible addition in the future. I really do appreciate you saying that though because it can sometimes feel like a lot when others always ask for more unique features. So it's refreshing to see a comment like yours.
Yeah, sorry it's been taking so long for the next update. For awhile I was working on a different area that was requiring me to have to edit and create several new tilesheets. Then when it was taking too long I decided to put it on hold and work on something else but then that required editing tilesheets. So it's been a lot of running in place with this update before I actually got something going. I should have it out by the end of the week. I'm gonna try to get into updating at least once a month. Don't be afraid to get on my ass about it and hold me to it. I've been slackin'.
Hmm, the Spellblade should only be hitting twice per attack. When I test it out that's the case. The way that being able to attack multiple times with the same character is balanced is that special attacks and magic prevent that character from acting again. I know you could just basic attack 3 times and finish with a skill to get around it. I think I'll look into limiting the amount of times someone can basic attack to 2, but I'm not sure if I'll actually be able to implement it. The point really of the Free Turn Battle system is to allow you to choose who attacks first or at all and to give freedom for how you play the combat. Also, who goes first in battle is based on the combined agility of each party, the higher one goes first.