Eternium
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Kudos to the devs and some ideas...

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    Kudos to the devs and some ideas...

    Great work guys! Seriously.

    Some ideas to toss into your brains...


    1) Option to *not* render/display headgear.

    2) Second gear set 'tab' that is JUST for looks. Has no gameplay impact at all.
    This would let you 'Barbie up' your character, purely for appearance. Simple to add. Fun.

    3) I noted that you are planning to add multiplayer. Awesome!!!
    Please consider a 'milestone' feature rollout development plan, like this below, on your way to implimenting multiplayer:
    Phase One:
    Chatroom/lobby where your character is rendered in a map with other players
    Initially just friends with only simple movement and chat bubbles as initial features.
    Would let you test your base code.
    Common lobby maps to meet new people in. Invite system worked out.
    Add solidly implimented language translation (Google Translation Service is good)
    Note: As this costs money to license translation volume, make this a premium feature.
    I.E. Option to pay monthly fee to have Translation features below be active.
    Allows player to enter Translated Lobby
    • all players in premium lobby have incoming text translated to player's own chosen language.
    Allows creation of a Translated Party.
    • all party members have incoming text translated to each player's chosen language.
    • anyone can be invited, but premium player must create party and remain in party for translation to be active.

    Phase Two:
    Add ability to activate powers as visuals only.
    More testing for latency and discrepancy handling between clients.
    Server testing and server load handling.

    Phase Three:
    Work out how item drops/transfers/mail are handled between players.
    Chest, gold, loot .... personal/private or shared?
    If personal/private, can a player opt-out and let her/his drops go to other(s)?
    Player-to-Player item/gold transfers via in-game mail.
    Party Stash - only accessible in Party 'Lobby Map' when personal stash may also be accessed
    • one page per player
    • shared with others at will
    I.E. a player must click 'share' to share in current instance.
    • must share your inventory page to access another player's inventory page

    Phase Four:
    Co-op gameplay on single simple test map.

    Phase Five:
    Co-op campaign mode fully implimented.

    Phase Six:
    PvP-ish competitive gameplay modes testing.
    If this feature is desired: Please avoid simple beat-em-up deathmatching. It is NOT a good idea in an RPG like this.
    Instead - Using creative types competition that is:
    • much more about risk-taking, skill, smarts, and cleverness...
    • and far less about level, character development, or gear...
    .... is the only way to make "PvP"-ish gameplay an awesome and innovative part of your product.

    #2
    Originally posted by Lord Khromag View Post
    Great work guys! Seriously.

    Some ideas to toss into your brains...


    1) Option to *not* render/display headgear.

    2) Second gear set 'tab' that is JUST for looks. Has no gameplay impact at all.
    This would let you 'Barbie up' your character, purely for appearance. Simple to add. Fun.

    3) I noted that you are planning to add multiplayer. Awesome!!!
    Please consider a 'milestone' feature rollout development plan, like this below, on your way to implimenting multiplayer:
    Phase One:
    Chatroom/lobby where your character is rendered in a map with other players
    Initially just friends with only simple movement and chat bubbles as initial features.
    Would let you test your base code.
    Common lobby maps to meet new people in. Invite system worked out.
    Add solidly implimented language translation (Google Translation Service is good)
    Note: As this costs money to license translation volume, make this a premium feature.
    I.E. Option to pay monthly fee to have Translation features below be active.
    Allows player to enter Translated Lobby
    • all players in premium lobby have incoming text translated to player's own chosen language.
    Allows creation of a Translated Party.
    • all party members have incoming text translated to each player's chosen language.
    • anyone can be invited, but premium player must create party and remain in party for translation to be active.

    Phase Two:
    Add ability to activate powers as visuals only.
    More testing for latency and discrepancy handling between clients.
    Server testing and server load handling.

    Phase Three:
    Work out how item drops/transfers/mail are handled between players.
    Chest, gold, loot .... personal/private or shared?
    If personal/private, can a player opt-out and let her/his drops go to other(s)?
    Player-to-Player item/gold transfers via in-game mail.
    Party Stash - only accessible in Party 'Lobby Map' when personal stash may also be accessed
    • one page per player
    • shared with others at will
    I.E. a player must click 'share' to share in current instance.
    • must share your inventory page to access another player's inventory page

    Phase Four:
    Co-op gameplay on single simple test map.

    Phase Five:
    Co-op campaign mode fully implimented.

    Phase Six:
    PvP-ish competitive gameplay modes testing.
    If this feature is desired: Please avoid simple beat-em-up deathmatching. It is NOT a good idea in an RPG like this.
    Instead - Using creative types competition that is:
    • much more about risk-taking, skill, smarts, and cleverness...
    • and far less about level, character development, or gear...
    .... is the only way to make "PvP"-ish gameplay an awesome and innovative part of your product.
    +1 on everything. Very well written and thought out.

    Thanks!

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