This is just a poll to see how people would most like to see me focus my efforts once the new batch of areas is up. Naturally, I'll still do a little of all of them, but this will help me decide what to give top priority.
1. Continued Expantion: Adding more areas and items to the main game.
2. NPCs, Sidequests, and Secrets: Basicly fleshing out what already exists. Making the towns a little more lively and interesting than mere pitstops, and giving players a little more to do than just leveling up and look for the next area.
3. Events and Games: Stuff like the auctions and puzzles that are partly hosted on these boards as well as in the RPG itself. Fun for everyone, but time consuming because the Mods usually have to be directly involved. This allows them to be a little more flexible and dynamic, because of the human element.
4. Aesthetics: There are soo many little odds and ends with the system that could be better. Sprites, backgrounds, icons, fixing typos... They don't really add gameplay, but they can improve the quality of it. A few changes here and there could probably go a long way towards making the game more attractive.
5. Opperational files: Let's face it, the RPG isn't the easiest thing to use. Now that I know more about it, I could put together some really nicely detailed help files, that would make it much easier and less confusing for new players to get started. Not scaring away new players is always a plus. Beyond that, I'm sure there'd be a few tricks and details that even our most advanced players don't know about.
As usual, It'd be nice to hear your reasoning too.
RPG development direction
- Cravdraa
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- Deepfake
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My vote is for "Operational Files". The arrangement of the RPG menus and concepts goes against traditional user-friendly GUI logic, and it requires much more in-depth explanation because of it. If I weren't working on it, I still wouldn't be playing the RPG out of frustration, except maybe out of appreciation to those who've worked on it.
Secondary to that, I would choose option 2. There are very few town locations that actually feel very deep. Some NPC's and sidequests would help. Try and make sure the NPC's are good for more than just a single sidequest, though. It's so disappointing whenever a good NPC goes underused in a game.
Thirdly, I would say focus more on rectifying the areas that are already in the game, and expanding on them. More little side-rooms would help with the building of side-quests, and make the game feel much less linear and promote the sense of exploration that it at times lacks.
Secondary to that, I would choose option 2. There are very few town locations that actually feel very deep. Some NPC's and sidequests would help. Try and make sure the NPC's are good for more than just a single sidequest, though. It's so disappointing whenever a good NPC goes underused in a game.
Thirdly, I would say focus more on rectifying the areas that are already in the game, and expanding on them. More little side-rooms would help with the building of side-quests, and make the game feel much less linear and promote the sense of exploration that it at times lacks.
I muttered 'light as a board, stiff as a feather' for 2 days straight and now I've ascended, ;aughing at olympus and zeus is crying
- Hydronix
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