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Beta testing an on-line adventure game.

Started by January 30, 2002 06:32 PM
6 comments, last by ccmike98 22 years, 9 months ago
I have created an on-line adventure game and I am looking for some help beta testing it. I would appreciate any feedback that you can offer. The game is a simple adventure game. It is meant to be low-bandwidth and does not need any type of plug-ins or software to play. It is meant to be more fun than deep into the adventure game specifications. The engine is set up to wise crack when you do things that you should not. Try hitting a wall, or fighting for no reason. The game is at: http://www.killergrafix.com/doa Thank you in advance. Mike
Mike
Hmm, interesting game there. I noticed two "problems" with the engine.

1) Sometimes even though there wasn''t a wall there, if I tried to move in that direction, it said "The small stones tremble" and the other sayings when you hit a wall.

2) The map was inconsistent, I''d go north, then there would be a wall south of me, where I had come from.

It''s not really a problem, but it''d be nice to be able to go back after you click on "magic" instead of having to use a spell.
It also kept saying that I should get a map, but I couldn''t find one.

The game doesn''t really have a point, but that''ll come later I''m sure, hehe. Good luck.
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haha nice game!

but I was dead in about 3 minutes, slain by a dragon! maybe a bit too hard to begin with.

the music was cool.
BitBlt and Dr. Chi,

Thank you for the input. I will get the navigation error corrected. There are spots where their are ''Fake Walls'' but I will check to make sure that there are no errors in the actuall movement. I will fix the issue where it acts like there is a wall when there is not.

The fix to the Magic Spells is a great Idea. I did not even think about that.

When ''The Gods of Avalon suggest a map.'', that is more or less a joke. I thought about adding a map feature, but I am building the game to reflect an older style of of adventure game where you had to make your own maps of the dungeons. I will keep it in mind, as the game continues to grow. It would be possible to do so because all of the data that creates the levels is actually stored in a MySQL database. Right now I have developed twenty levels of game play with the last level containing the final battle to win the game.

This leads to the other issue of the game not having a point. There actually is, but I leave the information about the game very vauge. The first three maze levels are pretty empty and are basically the place to hang out picking up experience until your character has hit a sufficient level to take on the stuff in the lower levels. I am putting some thought into adding a couple of things in the first level that elude to the things to come to help hold interest.

The point about the difficulty is well noted. I have backed off the difficulty level quite a bit, but it may need to be reduced more. From the traffic monitoring that I am doing, my average player gets killed five times in just under 4 minutes per game before they get the hang of it. At this point the game play extends to about 17 minutes where they reach a level 3 status and begin venturing down into the lower levels. I think the point of adding something of importance in the first or second level to keep the interest of the play is an issue I will work on right away.

I am also thinking about taking the dragons out of the first level. The dragons tend to be very tough to beat.

Thank you again for your input.

Mike Trim
Mike
First problems I have encountered:

1. Character stat screen does not update automatically. I had to refresh it to get the correct info. This is bad when fighting, cause you may want to run away.

2. I picked up some armour, but it did no appear in my armour slot.

3. This is a game play issue. As a low level character, if I do not get some healing or regeneration effects, I will not last long. My hit points do not regenerate, so with the number of encounters I had, it doesn''t take long to die. The characrter should either regenerate slowly, or find some healing items.

Otherwise, not bad. Reminds me of the older style of dungeon adventure games for the Commodore 64.

---
Make it work.
Make it fast.

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"None of us learn in a vacuum; we all stand on the shoulders of giants such as Wirth and Knuth and thousands of others. Lend your shoulders to building the future!" - Michael Abrash[JavaGaming.org][The Java Tutorial][Slick][LWJGL][LWJGL Tutorials for NeHe][LWJGL Wiki][jMonkey Engine]
CaptainJester,

I have made the stat screen refresh every ten seconds. It should refresh everytime you take an action in the game. I am using java-script to handle the refresh on action.

I will check the armor routine.

I have added instructions when you first create a character, or when you go back to a game that you were playing that tell you how to heal your self. When you return to the Inn you are return to full health and spell power.

Yes, the game is very much like those of the old C-64. That is where I first started creating these adventure style games and others. I had several different ones that I had written for the C-64 and for the C-128. This was just the next evolution. The plan is to actually expand the game from this low-bandwidth style to a FLASH driven version. Once the bugs are worked out of course.

Thank you for your input.

Mike Trim



Mike
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It a pretty cool game but like someone said it needs healing or regeneration for health and you need to possible make a logon screen instead of giving these really long strings of numbers and letters to remember.
I will create an easier different interface for the save game feature. I will create a healing spell that you can use from the first level of your characters experience. This will give you some kind of edge. It will still be random based upon your wisdom and intelligence, but a solid set of stats will help that.

Mike
Mike

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