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Author Topic: Replay floors.  (Read 365 times)
dungeonfan
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« on: February 22, 2010, 02:13:20 PM »

Would love the ability to replay lvls. Even if it meant no exp points. The ability to go back and replay lvls to gain tp and get items would be helpful.
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Tomo
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« Reply #1 on: February 23, 2010, 07:28:36 AM »

I got few requests about this - I was thinking of adding a job
that let you play previously cleared floor but originally it would
be added to later on (so can't be reachable by Beta play)
Maybe I should consider to lower the requirement for this job
so that people can enable this job much earlier stage of the game.
(haven't fully implement this job yet)

Or as a quick solution, I could add an item that will let you
play previously cleared floor - I think I'll make such item
not available at shop but you have to either find it
from treasure chests, or make your own at Mountain.

In either way it going to be no EXP gained when you replay
the floor you already cleared to keep the game balance.

Thank you for your suggestion, as always!
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dungeonfan
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« Reply #2 on: February 23, 2010, 02:11:48 PM »

The item idea seems like a quick fix.
But I like the Job skill better.
That being said, I think my least fav part of the game is the job system. Well not really the system, the fact that i can only get one. Once you lvl one job up its hard to change it. If there was an accessory or an ability that you had to lvl up to be able to used multiple would be great. At the present rate of the game at lvl 20, with each lvl getting more difficult and harder enemies, i don't know how much further i would go in the game, without the ability to some how increase my strength.
I seem to find the exits to the later lvls to quickly to get a very good bonus. Ive taken one step before from the enterance to the exit. i believe if there was some way for me to control when i actually go to the next lvl, so that i would get a bigger bonus that would be helpful as well. In some ways it seems like i fly through the game, almost like im rushed. With the game saving itself all the time, its hard to try and redo a lvl, because ive found the exit too soon.
the breakaway panels are a neat idea, an accesory that made you float all the time would be a cool piece of equipment to go with that. Are you working on more accessories for the final verison. Seems there are alot of the usual rpg accessories that would fit the game well.
Now that I am done ranting, A cool thing for the game would be some kind of leader board.  It would rate your game play vs others who have completed the game. Like fastest time, most explored, most bonus points, most experienced players(due to the amount of times redoing the game, not just a single play through). RPGs are great, but half the fun of playing is showing others how great you are.
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Tomo
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« Reply #3 on: February 24, 2010, 01:16:00 PM »

Current job ability limit (one job ability at time) is there because
some job abilities are very strong and if you combine two or more,
it might destroy the game balance, especially at the later
stages in the game. But having said that, I have one (hopefully great)
idea that I want to implement in the full version - still need some time
to vest this idea and haven't code it yet, but I think it will improve
the overall playability of this game. I'll share more information about this
once I've start coding.

About "finding exit soon", if you want, you can always save at Church
before you go to dungeon, exit without saving, then reload the saved record
to restart the floor. Or even better, use item to find the direction of the exit
and then try not to go that direction. That should allow you to stay in the
same floor for while if that is what you wanted Smiley

Yeah, having ability to float all the time would be nice accessory and as you said,
there are lot more accessories I can add in this game. I just have to make sure
adding strong accessory won't make game too easy - it's all about the balance
and I think this is most difficult part about making "fun" game.
(I have plan to add more equip item though - some that are rare and
 maybe have special/specific effect etc)

I agree that leader board or some way to compare score would be good. It's just I want to
keep this game "without network" and adding online scoring mechanism of course need
some network. I know it's not like we need network all the time to support online scoring but
still we need to ask permission to use network and someone might have wrong idea
that this game need network connection.
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dungeonfan
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« Reply #4 on: February 24, 2010, 01:30:14 PM »

I don't think you have to worry about it being too easy right now. If my chatacyer has to run from battles after receiving the bonuses from it being a replay in easy mode. Then its not an issue
Maybe 2 versions of the game. One with connection and one without.
Size wise how big are you planning on making this thing.  I mean its getting big. How many levels. And when id the release date estimate. I've been through the game like 40 times. Wondering when I will finally get this mirror.
« Last Edit: February 24, 2010, 01:44:44 PM by dungeonfan » Logged
Tomo
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« Reply #5 on: February 24, 2010, 01:56:05 PM »

Unfortunately, Google still doesn't allow developers live in Canada to
sell apps and even worse, they have been very quiet about this
(no updates, no release date, no news ... nothing)
so I can't really tell you when I can actually release full version.
(trust me, I'm dying to do so - I've been working on this game
 well over 3000 hours and I really want to start monetizing my effort)

In terms of development, the full version is 98% ready.
I still need to add little things here and there but I can quickly
wrap this up if I needed to. I know in spring, we are getting more
powerful Android phones so I'm hoping that Google will see enough
market in Canada and open the gate to us. If that doesn't happen,
then ... well, I will probably start looking at alternative market
but none of them support similar update cycle as Android Market
provides and that is why I'm still hold off releasing my full version.

Wow ... 40 times! You are probably approaching to my count.
All I can say is, sorry and thank you for your patience.

Oh I forget to answer your question about the size.
So far full version needs another 1MB and I still want to add
few more visual effects and sound effects so at the end,
it will be expected to +1.5MB ~ 2MB of beta,
so ... it is likely to be ~7-8MB in the end.
« Last Edit: February 24, 2010, 04:19:40 PM by Tomo » Logged
Braingeyser
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« Reply #6 on: March 04, 2010, 05:05:32 AM »

How about just completing floors?  If we find the exit early in a floor, it seems we get very little experience for it.  Even if we go around and finish off the floor, we don't get the extra experience.  We should get the rest of the experience for completing our exploration.  Could the game store what our highest score was for the current level (if we are repeating a failed/incomplete level), and if the current attempt exceeds that score, award us the difference?
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Tomo
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« Reply #7 on: March 04, 2010, 08:22:31 AM »

Actually, I do keep track of the scores so what you've suggested to me
can be done fairly easily but ... I'd rather not to do that because:

I believe this change makes exploring stage as a  "simple repeated task"
if you know you can always press "Back" to aim higher score, you don't have to
really think about anything and just keep exploring until you find the exit.


Having said that, I think it is a great "job ability" to provide such benefit
(maybe this job can be unlocked after you beat the game etc)
to add little bit of replay value to this game - for someone who want to aim
high score!

Thank you for your suggestion! I'll add this to my TODO-list under "job ability idea"
(may not be visible during the beta play though)
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