If you would like to stop reading and just go ahead and play, here is the link:http://adventuregamequest.azurewebsites.net/
Before I continue to explain what I am looking for, I would like to explain the project a little as well as the roadmap I have planned out for myself. What I would like to explain is the game itself and its inspiration. Secondly, I will discuss the roadmap of where I am at and where I wish to go.
In regards to the explanation of the game I have two main topics I would like to point out. These topics are the game itself (as in gameplay) and the inspiration behind the game.
First, the game is a text-based adventure game. You, like I did so many years ago, probably just threw out all interest in playing the game. That is fine, we all have different tastes and you aren't forced to continue reading. For those who wish to know more, here is a high level overview. The game is built to be played online and semi-competitively. There is a ranking system based on your adventures that tracks relics you collect, areas you explore, and monsters you fight. It includes a simple achievement system that auto-brags for you what you are doing. I plan on adding inter-player communication and a quest system. Finally, as most indie games/small projects have these days, I plan on adding random gameplay to the mix. What I mean by this is random quest generation (for smaller quests) and random dungeons (tried and true). I will stop here as it is getting more into my roadmap, so I will now discuss with you the inspiration behind such a game.
What is the inspiration behind this game? Well, to be honest, as I stated on my blog - enjoy-game-programming- I did it because I could and was in training to use new libraries, technologies, platforms. Ultimately, I say, it was because I could. However, it grew to be more than that. As I progressed I kept getting new ideas and drive to keep going. I had an idea of a world, a story, gameplay elements, and friendly competition between players. I also new that working on this part time with no artistic skills would be a huge roadblock. So I stuck with the KISS model. I kept it simple and focused on what really makes a game - a medium to tell an interactive story from the designer to you.
Yes, awesome effects, epic music, and slick graphics help with that story telling - I will admit that. However, I wanted to delve into the deeper parts of a game, to create something that gives real drive to keep playing, not just a firework show for the eyes and hears. A game where people think, where the gamer is not treated as a gigantic wallet awed by cheap tricks. Where the game is created with a tight gameplay system and well balanced mechanics. This is where you come in and the reason behind this announcement. I am looking for people to play and give feedback and it would be much appreciated. "This isn't my first rodeo", I have gone to other communities for other projects to receive feedback. I am no stranger to criticism or direction. If you want to be brutal, be brutal. If you had a bad day and want to rip my game to shreds, do. I beg you, feedback is the most important.
Finally, the roadmap I have for this game. Right now I have all of the core functionality in place and is accessible to the player. There are a few features that I would like to add and then some other stuff to jazz it up. Here is a list to keep this short:
Gameplay: On Beta Finished
- Player chat for players in the same location
- Quest system
- Expanded world and story
- Better balancing
- Expanded npc roster.
- Non-combat npcs (monstly for giving quests)
Before Going Gold
- Users may pick portraits
- Background art based on location
- Revamped UI (hopefully with the help of the community That's you)
With that in mind I want to change direction from the game and the motivation behind it to what I am asking assistance for. Remember, what I am mostly looking for is feedback in regards to the game itself (broad overview), the game manual (is it understandable?), website layout/design (is it user friendly/intuitive), and further suggestions.
The first discussion point would be the game itself. I as this because my background and degree is mostly programming related work, I did not always focus my efforts on game design. I feel strongly that I know the theory well, but it is the implementation of various mechanics that I wish to receive feedback on. Such mechanics would be feedback from the game (is it descriptive enough, do you understand what it is telling you, is it appropriate?), balance, and do you simple just get the game. I mean, do you really get it.
Secondly, I would like feedback on the game manual. As this is a text-based game, there really wasn't much in the way of a smooth tutorial I could offer. So I decided with an age-old classic - the game manual. I explain all the commands available in the game and what sections of the HUD say and do. I also offer descriptions of various hints the game offers in regards to the HUD. What I am looking for here is if there are any sections that are not clear, missing, or should be replaced.
Finally, with the game being online, I would like to have a user-friendly website to host it on. Right now I would have to say it is pretty basic. I would love it if people with website design backgrounds could offer hints to make it better. Also, the UI for the game and its intuitiveness can fall into this category as well.
I would appreciate all of the feedback possible and here is a link to the website that the game is hosted on (the game name is a working title and WILL be changed):
http://adventuregamequest.azurewebsites.net/