fiernaq wrote:Heh, and here I thought BDFL meant Best Dev For Life (similar to Best Friend For Life).

Back on topic, Axor, you have some very nice ideas in this post. It's been brought up in Sunday's dev meeting (my first one d=:)=b !!), and we'll have a thorough look into it. It's definitely the kind of insightful feedback we love to get !
Don't worry ! Actually, a good portion of the game design comes from posts like yours !Axor wrote:I have to admit that this is not simple, and coding a game must be the most crazy time consuming thing, but im just thinking out loud my opinions, so don't take them as if im telling you what to do please.
I especially like the "special abilities" one. Although I don't think we'll have a level cap (other than integer overflow maybe...), it gives ideas like after killing 100 times the same NPC, you get a bonus against it (or a special ability related to the type of NPC), then another boost at 1000, then another at 10000...
Reminds me of the first Fable on XBox, where attacking with magic gave you magic-only XP points, while attack with the sword gave you Force-only XP points. Drives your evolution by what you do and how you play.
We'll have to come up with something clever that will enhance but not clutter nor break the AT game system. It's gotta be cool, but not completely disruptive.
The item sets are often discussed, and I think that it's the kind of thing that will be made possible by my upcoming scripting engine (still a long way to go though...). We'll definitely want some thing like this (the BW set is already some kind of set, although the bonus is rather the non-stackable maluses).
XP reward variation has already been rejected. It's true that killing rats when you're level 100+ shouldn't learn you anything, but actually, the fixed XP reward is already balancing that : gaining 2XP when you need 1 000 000+ to level up is like gaining nothing... and killing 500 000 rats is an experience in itself that deserves a reward !
Character classes have also been rejected : you build your own class by choosing how you evolve with level ups and even more so with skills. Every one starts with the one same player (at least regarding stats, we have a gender option ongoing, potentially leading to several player skin choices later).
Teleportation/portals will not be included, however, some unlockable shortcuts can be an option.
I think that when we'll reach v1.0, we won't be far from 100h of gameplay, but I don't know if it'll include the grinding for leg/ext itemsAxor wrote:I enjoyed the game and i thank you for that. It took me maybe a week to finish it, playing maybe 2 or 3 h per day. so i would say about 20 to 30 hours of gameplay. I just wish it was 100h like the old console RPGs use to state..
