Curious, look forward to what comes next.
Whitelord12
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Nice.
would provide more pointers but honestly my advice is based more on what I noticed about the development of other games than practical expense, heck I do some coding but at a very basic level and doing mod level work of using preexisting code as a basis without truely knowing how the code works. That said I wouldn't say I am talking out of my arse, because I have noticed enough from my own expense playing games and reading up on the development, success and/or failure of certain games to know very least some important general steps of game development.
Nice work.
To build off my last post I will suggest to work towards laying down a stable yet flexible foundation for your game. In other words, work towards getting the base functionality and core mechanics of your game down first before you get to the more complicating and exciting features.
Not urging you to abandon your current workflow of course I am just suggesting a general plan of getting all the basic features and functionality done that you can build off later as you get a more solid idea of how you want the game to be.
To be frank, I think you need to step back and ask the question of "why do I need to do this" more before you ask "how will I do this"
not to be harsh but in my opinion I think you should prioritize getting the basic functionalities out of the way before you decide how your going to do these as you can easily make this feel more daunting than it has to if you plan big without thinking how big of a "ladder" you need to actually need to reach said goal.
As such I think you should get these functions of items done before you do further:
- Crafting items into other items.
- Consumable items that ether provide a heal/boost or trigger an action.
- Picking up and dropping items.
- Items spawning ether directly in the game world in a harvest-able state or dropping as loot from enemies/huntables.
- Having items that function as "fuel" for a process or action.
Have too be frank, I find this game kinda painful to play from a gameplay prospective:
- You Game Over from falling off the island.
- Low starting heath with no clear way of getting more.
- It isn't all that clear that your supposed to jump of walls.
- Mana suffers from the same issue as heath.
I will admit I didn't get very far before giving but do find the game more than a bit rough around the edges but do say it does indeed have its charm.
I have abit of a suggestion for something that can be used as an excuse to have important characters digestible and as a good way to justify it to possible scenes that it would be diffcult to make repeatable. Or just plainly an excuse for "non-canon" scenes.
Simply have a early quest that gives Sabrina a wand or something that allows her to rewind time with some cavaits that jusfity it not being used for anything other than this. Which can also be potentially tied to the current repeatable scenes as a loose lore reason why it's possible to repeat scenes and vore the same character.
I thought about it and it could help to extablish a "budget" for how much text and/or images each event and outcome is limited to. Which could help pace yourself and boost efficiency by discouraging yourself from getting carried away.
Naturally since this is meant to be a soft limit to pace yourself you can always disregard it for events you want to be exceptionally long or give certain scenes a bigger or smaller "budget" depending on how long you want the events to be.
After all creativity is often rooted in needing to work around limits so maybe self imposed limits can be the key to your time.
You can also have a dynamic notebook of sorts in your menu that keeps track of certain terminology or fill the player in on key events to help trim fluff while keeping it around for players to read up on when they want to know.
Also this is unrelated but an issue I kept forgeting to mentiom is that in browser on mobile sometimes with longer scenes the diologue box can scale incorrectly and leave you unable to hit the continue/option button.
The only thing I can say is to pace yourself, quality games can take years to reach the 1.0 mark much and that is with full teams. No point in stressing yourself out over a norm in the industry. That and it's just better focus on the now and what you can manage.
Grant though have ask what your workflow is like because spending that long on a event is unusual unless you don't have alot of time to work on art because of IRL matters. Also does sound like your running into the logical conquence of taking an quality over quantity approach to event desgin. While it's nice to have a game full of rich and meaningful events, it also means your spending alot of extra time on even minor events a player realistically wouldnt be spending alot of time on.
That's kinda were common events like the ones I mentioned before come in, as reusable common events may not be crazy exciting compared to a high quality ones that you poor your heart in soul into, they do fill the niche better for minor events that the player isn't meant to spend alot of time on.
though that all is just my take on the matter I don't know what your workflow is like or what all you need to acount for but I definitely play this new update and future ones to give feedback that can help you improve and help this project live up to your vision.
You have a good point just I do want to stress to avoid making your plans for the game too rigid as can lead to just much issues as scope creep long term. Though this isn't an objection to your current plans. Since naturally you would need to get your core gameplay loop down and figure out the rough direction you want to take the story first before you can implement more minor features to flesh out the game.
I will say like your past works so I will be following the direction this game takes regardless to see where it goes.
Hmmm to be honest from what I encountered in other games and my own limited coding experience I think a potential solution to the general issue with location based events is to have common events that have different flavor text depending on the location.
This way you can avoid having alot of minor events that functionally do the same thing just in different locations, and if you want a functional difference in theses common events you can have a set of mini-events that act as extensions of specific outcomes .
You can also ultize a trick I seen with how the game stellaris handles localisation and differing flavor text. By which you separate the actual text into a separate file and utilize phrases such as "pubfail.1" the their place to cut down on the size of these events and make them more flexible.
This that of course can also be utilized for different levels of undress and can of be be done in parts for more subtle differences.
Granted though of course I am not suggesting you to do all this immediately since adding shiny sounding features on whims is premium scope creep.
Well since "sufficiently advanced technology is often indistinguishable from magic"you can get away with having some "magic" traps and items be heavily implied to just be barely disguised modern tech with a slight magitech coat of paint to them. Which can also justify the use of modern clothing by having be some "ancient" fashion.
Though at the end of the day though just remember you don't need a complex reason for every addition as most people will just go on with things like suspiciously modern clothing in a medieval setting as long as it's halfway believable. Not saying thought shouldn't be put into this though, just pick your battles and overfocus on something that many not be worth the effort.
Huh nice, though have to say I am not a fan of the curse system, not because of the concept but because it's just an annoying in combat to get a character casually forced into a different class because you happened to be up against an enemy that forced equips cursed gear. Which is made worse by the decurse requirements being a hassle to deal with.
Granted while I get that it's purposeful for these kinds of effects to be crippling I would prefer if there was a universal way to remove common cursed equipment sets at a cost. Such as having the option to remove them at a build but the cursed gear is destroyed if removed this way or having a steep cost to nullify the requirements for certain gears
Neat game, find it abit rough in areas but overall a game that interests me.
Though do have some suggestions:
- When recruiting characters on Android I think it needs a confirmation prompt and a button for reviewing new characters.
- Instead of reading an item, simply have defeated human enemies appear in an knocked out state after battle to save/reruit them. The old item can be used to specifically enslave them to be sold. This system can also extend to the girls who orcs sometimes are using as a meat sheild.
- Male goblins having a grapple attack.