First of all, if you don't know about this project, check out the other update thread first and give the demo a little try. (The demo doesn't have much content or variety)
I love the idea of a randomized dungeon with lots of random stuff in it. The demo was very unfinished and it was probably a bad call to make it for a quest contest, because the scope was too big. I scripted a lot of systems here and it's kind of impressive. The demo doesn't show the potential for the "questionmark" rooms, since all it ever featured was the risk-reward game. Eventually I wanted to have all kinds of stuff like traps, challenges, minigames, whatever. That's the idea. The demo also had the big issue of having too many waves of enemies. The enemies didn't really scale up in power either. I would fix those things if I were to continue this as it is.
But I think I'll wanna redo this project from the ground up. The ideas seem good, but I think some things are fundamentally wrong. Let me go over what I think works and what doesn't in the long run:
- Tileset, graphics, sound are fine and have potential.
- The combat by itself is good.
- Event rooms are a great idea.
- The way I planned characters basically is good and there's potential.
- There's not enough meaningful customization for the player.
- The stats are a huge issue. Attack power is too important.
- The passive items feel bad and can't be properly balanced.
- There's no point in the exploration. You just wander around and complete the map.
This project will benefit from rethinking it. I'll want my quest to be something with good combat, randomized stuff and fun customization, but maybe don't make it a dungeon like this? I've learned from this and will tackle this project from a new angle. Thanks for reading and feel free to discuss whatever you like. I'm busy with too many other things, so I'll have to get back to this at a future time. I don't know when. Will probably use 2.55 too, because I gotta get into it eventually.
Edited by Avataro, 10 May 2019 - 02:26 PM.