What would you like to see in an action adventure game?
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[Edited by - sunandshadow on March 19, 2009 6:47:46 PM]
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
As for dungeons, I don't mind more or less, but make them different. Don't do an Oblivion with generic dungeon. Make them actually interesting to explore.
Quote:
Original post by sunandshadow
no stupid heart pieces hidden where you would never find them without a walkthrough.
I found all heart pieces in the re-release of A Link to the Past on the Game Boy Advance (I completed it 100% I think) with no walkthroughs. :D
But this probably only happened because I was lucky that I didn't miss a rare cave or something as I passed by.
To sort out the semi-critical hard-to-find item problem, maybe some sort of diviner could be implemented into the game who points out individual places on the player's world map where these semi-critical things lie if the player pays enough credits (each payment only reveals the location of one, and the prices are too high to be used in early to mid game).
Quote:
Original post by sunandshadow
No deadly lava to fall in.
I hate that too. >_>
What would be interesting, I think, would be extra places in previous dungeons that you can only access with some items you gain in later dungeons or extra items (items you don't get in dungeons).
Making the order of dungeons non-linear would be nice, too.
Another thing is that there is only solution to the dungeon puzzle. It would be nice to have different ways to advance in the dungeon using different item combinations.
Quote:
Original post by GarmGarf Quote:
Original post by sunandshadow
no stupid heart pieces hidden where you would never find them without a walkthrough.
I found all heart pieces in the re-release of A Link to the Past on the Game Boy Advance (I completed it 100% I think) with no walkthroughs. :D
But this probably only happened because I was lucky that I didn't miss a rare cave or something as I passed by.
To sort out the semi-critical hard-to-find item problem, maybe some sort of diviner could be implemented into the game who points out individual places on the player's world map where these semi-critical things lie if the player pays enough credits (each payment only reveals the location of one, and the prices are too high to be used in early to mid game).
Instead of payment for hints I would prefer a more linear world instead of one with big areas to roam around, and for each area a checklist that tells you % of the area discovered and % of treasure obtained, like in Vagrant Story. (In that game going back to earlier areas was easy once you had the teleportation spell, somewhat like warping in Twilight Princess.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.