Hi guys, i'm currently working on a xuanhuan rpg and would be happy if you could answer 10 questions about your preferences regarding skills, crafting etc. https://www.surveymonkey.de/r/X2SDRLN Thanks to whoever is interested enough to finish the survey ^^
Qn: the difference for quest and campaign? Can I infer that quests means random dropped quest will little to no links and campaigns as huge quests with mini quests on the side? Nvm I am done, I pick campaign hoping that it was what I inferred above.
quests are the standard mmorpg variant, you get a task and solve it which can lead to a bigger story. Campaign nodes are what you might know from many current mobile apps, where you have no real world but a linear progress through x battle nodes in varying difficulties, like for example in summoners war. Thanks for feedback, I will keep in mind that the answers on this question might differ from what i intended.
To have a mini upgradeable house with cute maid and pets would be nice. Something like the house from spirit tales is ideal. Tbh, I just want someone to bring spirit tales back, but add more complex skill system with it.
If you want to build a game with good mechanics and story, I recommend taking a look at Guild Wars 2. I have been playing it on and off for 6 years and it never fails to amaze. Please take a close look especially at dynamic events and quests as I feel that the GW2 for quests is responsive and does not bore players.
The problem with those things is performance. My last project was a procedurally generated city where certain buildings influence npc attitudes and with that the possible quests and reactions. It became quite slow due to the dependencies, especially when new, not yet calculated, areas were explored. Within certain limits it should be ok tho, and i also prefere not having to much static content. nothing with to much of an influence.
Done. and good luck on your game xD and when u done please pm me or something It will be interesting to play this game
Done doing the survey. Do you have a kickstarter / patreon / crowd funding ID? I find that you will have more motivation if there are people who give you reaction (and money, mostly money).
In the 'punishment' for losing, why not something like losing a companion or pet? By the way, gonna bet this won't become reality. But if it becomes, please notify me
Thanks for the participation, and no, there is no kickstarter or similar because my vector graphic skills are only decent, but not on a commercial level But i will think about it when the core game is finished. That possiblity always exists, but i'm pretty confident about it, slow and steady^^.
Is it possible for the influence of crafting item to be crafted item to be capable of less than the found item, but the found item is just at limited quantity/rare that the player had to use the crafted item majority of time?
i don't know if i understood you properly, you basically said that found items could, in rare cases, be upgraded versions of crafted items?