ID:265577
 
hub://AndroidData.city

You may have already noticed it. (If you're a stalker-type guy.)
I hereby prenounce this topic the suggestion/feedback topic! You may post it all here!

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Any suggestions/feedback at this point is wanted. This topic will lose it's integrity once this is up for hosting.

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Looks good. How are you doing the lighting? (I recommend sd_DynamicAreaLighting if you're not already using it.)

I have to ask though... what's the game about? =)
In response to Crispy
Crispy wrote:
Looks good. How are you doing the lighting? (I recommend sd_DynamicAreaLighting if you're not already using it.)
I'm already using it.

I have to ask though... what's the game about? =)
Uh... I'll have to get back on you on that.

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In response to Android Data
Right now I'm focusing on battle. Currently implemented is a system where you gain levels if you go over 100 experience. Experience is then reset to 0 and it goes on like that. Per level, you gain 5 SP (skill points), which you can use to up your HP, raw strength or raw defense.
By killing monsters, they often drop money. You can use this to buy weapons (they up your strength), armour or shields (def).

It's all very basic. What should I do with it? What's cool nowadays?

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In response to Android Data
Actually, very basic gameplay like that can be some of the best. Take OU for example, you had three major stats: Str, Dex and Int. Those three where the biggest factors in what made up your character. There where sub stats for swords and spell casting and about a million other things, but Str, Dex and Int where the most important. None of this crazy 10 variable thing that most games go for.

I like the "Always 100" approach, but the main problem with it is that people don't feel like they are advancing. Here they are, in 20 levels, still killing stuff for 3exp. This may or may not work out well, I really couldn't tell you.
In response to Scoobert
What would the best approach be? I mean, how should I calculate experience to make it harder for players to train, so the oldbies get more noticed. It isn't fun if all you have to do is hold down a button all the time.
In response to Android Data
I always liked a system where you got stats when you completed a certain quest. Of course, this brings back the old "I have 1 more stat I win" thing.
For example, Ragnarok Online has 5 stats, and with 6 classes, that each have 2 "advanced" classes, you have over 200 different builds which you can still adjust to your liking.

Keep it real simple, don't do 1 quest every level, make a world FILLED with quests like in the big MMORPGs (In Guild Wars, you're NEVER questless. >.>)

In case you're wondering, the stats in RO are;
- Agi (Speed, Dodge)
- Dex (Hitrate, casttime reducement)
- Int (MP increase, MP recovery increase, magic defence, magic attack)
- Str (Strength, Weight, HP)
- Vit (HP, Weight, HP recovery, defense)
In response to Android Data
Android Data wrote:
What would the best approach be? I mean, how should I calculate experience to make it harder for players to train, so the oldbies get more noticed. It isn't fun if all you have to do is hold down a button all the time.

Make it so weaker enemies give players less exp the stronger the players are, and the stronger enemies need more varied tactics to defeat them. That way, it's knowledge that makes the master, not a macro on attack.
I'm running out of sources for my icons. At the moment, I'm using AbyssSprites and AbyssTiles for the icons, and perhaps a bit of AbyssSpellIcons, but nothing else.

Would an iconmaker stand up, and make icons for the game?
In response to Mysame
I think he should keep the 3 stat system. The biggest problem is experience. I normally like the Exp=Exp*1.5 system for increasing experience but keeping it in reasonable numbers. Monsters should give experience based on how close to the level of their attacker are they. For example:

Level 5 kills a level 3=25exp
Level 5 kills a level 4=50exp
Level 5 kills a level 5=75exp
Level 5 kills a level 6=100exp

This is just an example, and started at 100exp needed you would want that experience ammount lowered.
In response to Scoobert
Scoobert wrote:
I think he should keep the 3 stat system. The biggest problem is experience. I normally like the Exp=Exp*1.5 system for increasing experience but keeping it in reasonable numbers. Monsters should give experience based on how close to the level of their attacker are they. For example:

Level 5 kills a level 3=25exp
Level 5 kills a level 4=50exp
Level 5 kills a level 5=75exp
Level 5 kills a level 6=100exp

This is just an example, and started at 100exp needed you would want that experience ammount lowered.
exp+=7.5/(src.level/level)