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In D:BB I have always wanted to make it where it is challenging.  My idea has been to have the game version but also a story mode version.  The story mode will be just like one of my easier novels and will skip all the inventory and such.  For the game version (the one I am building first), as I said I wanted a challenge.  So, for example, let us say that you choose a hunt but do not have a proper artifact yet.  You might be able to beat the whole hunt only to get to the end and find the boss to be unbeatable.  Or halfway through a zone you might realize you cannot move forward and will need to restart.

I liked this idea, but at the same time, I worry it could upset people.  Many games from early Nintendo like Legend of Zelda to present games work this way, where one must have certain things to face off with, unlock, or defeat a foe.  However, is that a welcomed way to play, or should I make it where if one does not have the proper artifacts yet for a hunt, within the first room or two they are immediately shown there is no way forward?

**Note that the final release will have a strategy guide with it that shows all locations, the correct order to do everything, all secrets, and what potions and weapons to purchase before hunts.  Just saying in case that affects your vote! (this would allow one to choose if they want to know ahead of time or try to find their way through on their own!)

Comments

CorruptiveSpirit

I would suggest you let people know about the fact they might not be able to complete it at the front of the hunt, whether or not they can complete it! It would let them know that they're not missing something in the hunt itself- and don't waste valuable time. (Also I think you might want to make what you need apparent at the time you need it so they know where to go)

Anaximanes

On the final release I am writing a guide as we develop the game, and it will be packaged with the game as a PDF. I am thinking that gives folks an option to just play it blindly or read the strat guide. What do you think of that?

CorruptiveSpirit

That'd probably work ^^ My only worry is that a lot of people are used to twine games that just... don't work so they might think, that when they can't progress that it's the fault of the game, or worse, that they need to do something in the same hunt and end up running around for a long time.

Anonymous

I like the idea for the Zelda-like approach, i remeber those game where you can't go in determined area without the right item or ability ( like Tomba or Tombi -italian translation- if you ever heard before). Also i think is a more real life approach, i mean you're not omniscient and if you can't complete the hunt because you did not have the right item it's bad luck, like in the real life where accidents happen... and you are in deep shit. sorry if my English is bad is not my language

Anonymous

maybe just before each hunt remind the player that's it's a 'you need to save' moment

Anaximanes

A good idea, though, one of my issues with things like that and my warning spoilers is that it breaks the immersion to me. I was thinking maybe putting a one time warning the first time you go on a monster hunt that fills the screen "ALWAYS SAVE BEFORE A HUNT!" and then you continue and every time you go back to hunt again, it doesn't show.