I'll maily write about it in my blog so if you're curious to know how it's progressing, just read it.
KnockOut wrote:The name of the game is Tower of Destiny. So how about there are say twelve monsters each on a level of the tower that you have to beat to win the game.
There's a town where you can build stats(the more the better).
And a shop where you can buy equipment(the more options the better) and potions.
KnockOut wrote:Each monster should be a challenge that you may to have to save/reload several times to figure out how to beat. More stats and methods of attack means more strategy.
KnockOut wrote:Although there are only twleve monsters in the game, there would be a variety of different character classes to increase replay value.
KnockOut wrote:What I want in short:
Lots of classes
Lots of items
No exploration/no Everquest killing millions of monsters to level
A lot of Min/Maxing
Lots of abilities and battle strategies
No battles that just waste time and have nothing to do with the storyline
More work on the boxing game!
Astral wrote:How do we access your blog? I see no link on your main webpage.
Astral wrote:If the primary combat setting is going to be in a Tower, I think each level or floors should have unique goal(s) that the player must accomplish to move the story forward and to access the next level or floor of the tower.
Astral wrote:I think you should add 50 enemies and then have five variations of them.
Astral wrote:I think objectives based on an interwining story would keep the game exciting and motivate the player to keep continuing, rather than motonous gameplay whereby all we do is fight, pick up items, equip, move onto next level, fight, rinse and repeat.
Astral wrote:Turn-based combat would be my preference and varying difficulties.
The Tower should be atleast twenty levels deep if not more.
Think of FastCrawl with more substance!
I have been thinking about a cool addition to implement in my game Magic Stones. A sort of campaign mode, different from the quest. Basically you could select a deck of cards, picking from all the avatars present in the game (not just the 4 elements) and play battles in a map, in the style of Heroes of Might & Magic.
(2) Improve greatly the Wilderness zone. Adding really tough battles only for specific higher druid levels (so the druid level must increase too).
(3) Revamp the druid system. Add some new skills, like “perks” of Fallout. For example everytime you level, you could choose a new skill. The skills could be anything, from higher mana regeneration, or more powerful avatar of a specific element, etc.
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