1. To be honest, my taste in games continue to vary towards whatever I find appealing at the current time. I have been doing alot of rpgs, platformers and the like but haven't been too fond of rts games due to time crunches and the constant attention needed to play em. The things I seek for in a game is: Good story, Interesting characters, Decent Gameplay, Options of Freedom, Solid music and a few other factors that can attribute to a more exhilirating experience.
2. Most of what you said pretty much covers my curiosity to know more, but you can extend the characters with secrets to whole towns, nations and etc to amplify the vibe. Also it doesnt always have to be dark; so maybe toss in embarrassing, weird and lewd stuff in there if it tickles your fancy.
3. All of this would actually compel to fiddle with the game more. I also dig it when actions can have consequences that can affect you, other characters, whole nations, or the world in general. Like I shouldn't be getting away with being a dick to everyone just because I'm saving them x3.
4. All of the above but don't rush or tire yourself out doing them. Burnout is definitely not a fun feeling.
5. Yes, a world should be as interactable as possible. May even get to stop a robbery or something along the lines at times. I find this concept worth implementing if within the realms of possibility.
6. Hitting the nails on the coffins with those ones for me pal. Some games I can let slide like Palworld but I don't want a game to feel like a bore or chore just to progress further.
7. Shallow Combat, Boring Dialogues & Repetitive Grinding are my main peeves when gaming. However i will admit to still binge grind on some titles like yugioh or somethin since they tend to keep things out of your reach if you don't put in the work for em. If a lot of systems are going to be implemented, there should be a somewhat fun way to introduce them (classic npc or character showing/teaching you how something works).
8. That sense of accomplishment that 'I did something that actually mattered and now I'm reaping the benefits of my labour'. This is by far one of the best feelings I can have when playing a game. All of what you said are also boons I'd find enjoyable throughout a gameplay. Then again, it may prove to be a big shoe to fill but who knows.
I definitely see we share some common grounds in what we'd like to see in a game; so this probably may sound like a mirror talking back at you lol. Overall, I'm looking forward to seeing what becomes of this game.
Viewing post in YOU. Yes, you. I need OUR community here, please! comments
Sonzo, you GET IT. You really do. As for being a mirror, it gives me what I need to know. Being a mirror means that we share those likes and it once more confirms that I'm not just wasting my time with things I like along. This is equally as important for devving as getting new ideas, however for me, it's 100x more important to know that I'm on the right track with coding and Lewd's on the right track with her art.
- Good story, check. Gameplay will be no less than spectacular, I assure that. Options of freedom will start small as not to overwhelm, but after the "tutorial phase," you'll be in an open world, so, want to visit the Demon Lord? Go for it~ Solid music is where I'm paying others, though. I have no sense of musical talent, and I know that. However, there are incredible musicians that have been happy to work alongside us! I mean whew, that night music is just so good.
- I can't spill it, but you're on the right track with expectations here. I can at least say it's got a great balance of things. Not 1:1, but balanced properly. Meaning in moments and proper relief when needed.
- EXACTLY. Breaking every pot in the kingdom and having the guard just laugh it off "Oh, you kids!" No no no, my friend, these cost money, get caught and you'll hear about it. Get away with it and you'll see the consequences of your actions fall on that poor woman who makes these pots. You'll also be remembered and spoken of in good deeds. Don't worry, we balance the world properly. :)
- True, burnout is bad, but right now I have coding A Forest Tail as my hobby and Calculus and Physics as my classes. Coding is my escape from being burnt out from school. While it IS quite an undertaking, I have time and that's all I need. No one pushing dates, so we can expect quality with each addition. My goal is to make quality from the sounds changing when you walk from stone to dirt to tile all the way to the depth of a secret in the dungeon that, to my knowledge, has yet to be done. Quality. First.
- Agreed. I got the inspiration of a living world from Majora's Mask. The town had all sorts of things to get involved in and you actually do stop a robbery at one point. A living world is a world worth living in. That's the idea we have floating between us and A Forest Tail.
- I'm glad so many people agree with this. It's common in games and I just don't get it. It's only fun when you're doing something ELSE at the same time. Quality. FIRST.
- Good news, combat is nothing shallow. I have, as of writing this, successfully written in Active Combat and Turn Based Combat to be in sync.
- If you can take out an enemy in one shot in the open world, you can avoid going into a turn based combat. If you're level is far greater than the enemy you're fighting, you ALSO avoid a meaningless turn based fight.
- If the enemy is a boss, you enter a field spawned battle encounter where you fight in turns in the open world right in front of everyone. The field around you prevents others from getting involved, but you'll bring your party members as long as their close by. The style is JRPG-inspired and you can escape ONLY if everyone in the party succeeds the quick time event during the escape sequence.
- You also have to turn base fight certain enemies if their close to your level.
- ALSO some enemies will bring friends to the fight, so that single slime in that cave by himself may actually have a Pumpking and an Aura Wolf waiting nearby. Certain skills can tell you the chance of other enemies when you scan an enemy in the world. Exciting right? I'm programming that in now, not a spoiler, you learn that pretty early and you'll be glad you did :))
- There is a LOT of this in A Forest Tail. From planting forest crops in the Haunted Forest to see them mutate into different types ( Strawberries > {Go try it and find out} ) to finding that the {NPC} you delivered that {ITEM} to actually {PLOT DEVICE} and now {Future plot device}. RARELY will you do something that's just like "Oh deliver this, that's all." No no, there's almost always more to it. Unless you're running with the Merchant's Guild, which you may do a lot of delivering actually.
Overall, I need that mirror talk sometimes. We can get in our own heads and be 3 days into coding a combat and thing "Does anyone even care?" Then find out, yes, yes they do. That's why I really appreciate you taking the time to say this rather than assuming I already know it. I promise, I don't. Unlike Lewd, I'm human and I doubt myself at least 7 times before breakfast everyday. This dropped that number to 3, so thank you, Sonzo. I can't wait to see what you think of this game when it's got some meat to it.