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WIP Shrine Online - 2D MMORPG


PraySword

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Hello !

 

I've been looking at your project and i dont mean to offense but... it looks very bland and blank in several terms, i will list things wich are the most relevant in my opinion and give you some improvements Track.

 

-Story/Lore is inexistant.(A basic hero call, It’s seen and seen again). 

 what's special in your universe? What is the purpose of the story for the player ? 

If you need more idea to make your game original and appealing you can use these:

 

http://dndspeak.com/characters-npcs/

http://dndspeak.com/roleplaying/

https://en.wikipedia.org/wiki/Lists_of_legendary_creatures

https://hobbylark.com/writing/Creating-a-New-Fantasy-Race

https://hobbylark.com/writing/Creating-a-Fantasy-World-Map-Scientific-Laws-to-Remember

https://azgaar.github.io/Fantasy-Map-Generator/

 

Also do not hesitate to draw from your personal culture pieces and things that you love that can build your universe :

What kind of universe it is ? Medieval ? Steampunk ? Is there technology ? If not, why ? Is there magic ? A lot ? Does everyone can do magic ? what kind of races live in your world ? Is there kingdoms ? Are they at peace/war ? What kind of relationship people have with monster/environnement, Ask question a lot of questions and it will help you construct something cool.

 

-Classes are ultra classic (A little less for druid eventually)

 

For this point, i know it's not easy to make something new, but at last you can make classes looks less classic with specialisation  like Mage -> Pyromancer or Cryomancer. Eventually you can use other elements less used like plant, metal or Water.  For the warrior kind you can also make warrior -> Knight or Conqueror. That's still a "classic" class system.

 

The best you can do is draw classes from your universe : Imagine, there's a lot of Rat in your universe, to the point people need special counter measure : You could Make a Rat-Killer/Verminator, wich could use poison, traps and several tricks to kills his ennemy.

 

You can also Blend several term together and make a new class : Soul + Warrior Classe ? = Soul Knight : kill his ennemy, use soul to empower himself, make more dmg using soul, etc...

Fire  + Ranger  ? = Fire Tracker : Use Fire to set trap, empower his arrow, cook meat or his ennemy, he can also heal ally with sacred fire.

 

 

-Quests look very bland with no variation.

Maybe there is a good explanation why you have to kill all these monsters, but if it lack plots or at last a few interesting and meaningfull story, player will find them boring. 

Connect to your story and universe : Even grind can be a pleasure if done correctly, grinding for "nothing" is very boring.

 

 

-Other things.

Those are little things but worth mentioning : Try to have the same kind of graphics for every things, i saw that you use these kind of asset : https://www.gamedevmarket.net/asset/2d-hand-painted-grassland-tileset-6628/ mixed with other. It's not a problem to have different graphism for land and character, but if you have different graphics style for ground or object, you loose in consistency and cohesion.

 

There's too little in the video to judge on the gameplay or the features.

Lastly to help you, keep asking yourself, Would i play this game ? And Why do i like it ?

 

Keep working and good luck :D 

 

 

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Hi Beast Realm!

Thanks for the thorough input! I truly appreciate it :)

 

The short script I wrote is the basic game architecture, I am sure that when we will start actually testing the gameplay, we will done put more attention on the story line, in-depth class information, quest line, and everything you wrote.  thanks for this!

 

 

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All (Or a big part) of your universe must be created before gameplay, beause there is a direct impact on the feature you will put inside.

Also your gameplay information should be done and tested (Micro test) even before developping content, otherwise you will face serious problems if you don't think ahead your itemisation, leveling and global scaling.

If you do it later, you will probably encounter scaling problem and have some overpower monster/player or "useless/too powerfull" item/classes

 

In terms of pure game design, you should ask yourself questions like these : "How much time should it take for a player to kill a monster if he's a middle (Not full) Dps ?" And if he's a full dps ?  

 

Then do some math and see how much hit it takes with auto attack, then with skill and auto, and then you must also do some math about the scaling of player leveling and monster. How much stat player are gaining from leveling ? From equipment ?

 

How much hit can a player take before dying ? If he's a tank ? etc...

 

I'am actually working on a game with 100 level too, it took me hours of test to get a correct scale of player/monster power, and the more level you put in a game, the harder is it to balance.

Do no put too much level if you're not REALLY sure of you're scale ! Otherwise it will end badly.

 

Good luck !

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