}

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speedux: permanent death might put this game to some kind of roguelike hybrid
Permanent death would also be a dealbreaker for me, unless the game can be casually played to completion in about a half hour or less.
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Alaric.us: What? No. The stack I suggested will work across all modern browsers and will run natively on the there major OSs (albeit with a bit of overhead, which shouldn't be a problem on any at least semi-modern computer.) The best part is that the codebase will not have to be adjusted in any way.
Thanks for your suggestion.
Thats fine, but maybe I was not clear in my main post.
We do not look for free or paid programmers, or other kind of programming help, since there are already few of us in organized old group plus quick access to other programmers in our company that would not be necessary (but maybe someone will join later yet), and again, this game concept is really simple.
There is also no multiplayer mode planned, at least some small features like shared hall of fame with best scores if anyone cares about it.

So, intention in my main post was to ask about ideas for random events from creative people.
Reply in 4th post is a great example.
This is how this game is going to work.
The more event suggesting heads, the more variety in the game, so I hope to see some more.

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dtgreene: Permanent death would also be a dealbreaker for me, unless the game can be casually played to completion in about a half hour or less.
Current concept has five difficulty modes, Dream for very easy, Adventure for normal, Challenge for more challenging, Heroism for hard, and Legend for extreme.
First mode, even with permanent death (but this rule we may exclude in this one case), will be noticeably easier than normal and it will not be as easy to let it happen.
True hardcore is reserved for last two modes.
I guess that 5 difficulties should be enough for everyone.
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dtgreene: Permanent death would also be a dealbreaker for me, unless the game can be casually played to completion in about a half hour or less.
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speedux: Current concept has five difficulty modes, Dream for very easy, Adventure for normal, Challenge for more challenging, Heroism for hard, and Legend for extreme.
First mode, even with permanent death (but this rule we may exclude in this one case), will be noticeably easier than normal and it will not be as easy to let it happen.
True hardcore is reserved for last two modes.
I guess that 5 difficulties should be enough for everyone.
Personally, I think permanent death should be separate from the main difficulty selection. I would rather play on hard without permadeath than easy with permadeath; some people might prefer the reverse.
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dtgreene: Personally, I think permanent death should be separate from the main difficulty selection. I would rather play on hard without permadeath than easy with permadeath; some people might prefer the reverse.
Thanks for your point of view.
We may consider 6th mode for more detailed custom settings, so someone would adjust various aspects of the game.
I like this.
any other ideas?
It might help, especially if you are wanting to get ideas from several different people, to do a bit of world building and establish some parameters. Are there other intelligent races such as Elves, Dwarfs, Orcs, Kobolds? How does magic work, is it common and anyone can do it with training or is it rare and restricted to just those born with the ability? Do you have a set of creatures and monsters that you want, or don't want, to utilize? Something like D&D style monster manual that has names and relative stats might help so the scenarios stay more consistent. If you are going to have various faction and reputation stats then those factions need to be defined have backgrounds in order to be incorporated into new scenarios.


As to the permadeath design; ideally any given scenario could be randomly picked for a starting adventure so having to create new heroes each game session might not be as bad. Also, if the player creates a party, and can recruit new members then it could be possible to lose some characters but the rest of the players party can keep going the next session. Perhaps even have some status effects that characters must go through before actually dieing, such as Weak>Sick>Crippled>Comatose>Dead.