Casual Quest

by IainPeregrine
A fast paced, casual, multi player action game with a little RPG touch
Doobly-Doo Productions wrote:
The servers have been really laggy. Makes me sad. D:

Try hosting your own. LOCAL LOCAL WOO WOO
KhaosParadox wrote:
I'd like to pay for a shell server

Both Mikau's and Stephen's server are what you consider a 'shell server', one being in Europe (Germany), the other in Canada. It's less a matter of dedicated resources, but of location and normal network latency combined with the customised movement and the low tick_lag that BYOND's network (read as in complete absence of client sided programming) wasn't really designed to handle.

As an example, my ping for 184.82.5.88 (one of the two servers) is at an average of 144 ms (the other server seems to disallow the service ping). You could try and compare your value.
So, who would like to inherit Casual Quest, now that I've moved onto other things?
Why don't you just release the game, advertise it a bit, or invest a little more work and add subscriptions?

Or, if you really want development on the game, just include the 'source code' on the game's download and open source it?
Open source that bad boy on a google code project, and add it's information to DevTalk. That's the best way to go if you want to /give/ it a way. Then everyone can use it as a learning tool, and people like myself, Schnizelnagler, and Stephen001 can update it if needed.
Schnitzelnagler wrote:
Why don't you just release the game,

There are still several things that prevent me from releasing the game, such as - actually, why don't I just list the ones I remember?:

* Players can walk off the side of the map as the round begins.

* There are no sounds. I added sounds, but even the presence of one sound file in the resource boosted network latency to unplayable levels. Perhaps having no sounds in a game directs DD to send simplified packets, or something? I commented out all the sound files, clean compiled, and it went back to normal.

* The card/class system should be scrapped in preference of something that makes sense. The cards were good for an "Imagination Competition" that rewarded unique gameplay, but there's only so many times you can throw a rock at a monkey and be rewarded with some random class, before you conclude that there must be a better way to do this.

* The Eye-Mass boss monster can sometimes lock up the game. To get technical, every part of the monster is treated as a separate monster with its own entry in game.monsters[]. I believe that, at some point, an individual eye in that monster is being deleted, without being removed from the monsters list via game.monsters.Remove(). This results in a list with nothing in it, but a positive length, so the game continues.

* The medals have stopped working. I think that most people who play the game have never seen the "You found the yada yada artifact!" message in-game. This would probably be a simple fix.


Open source that bad boy

I can't see how this would be a good thing. In all likelihood, several people would download it, play around with it, and decide that they don't understand a bit of what I've written. Like a rip, maybe someone would add some of their own features (without touching the old bugs), add their own classes (probably GM classes for themselves and their friends), and release it to their own hub. The net result is a deterioration in game quality, not an improvement.

If someone (or a group of someones) wants to take charge and fix what needs to be fixed, I'll release it to that person. Once the game is fixed up, they can add whatever they want to it, even release a sequel if they want. But bug fixes must come first, before new features.
So why don't you open source to a group of users, and just not have it released publicly. You can set google code to not allow the general public to see the code. It's not really open source, but it'll let multiple people work on the game at the same time through SVN, andthe game will still be your game. I don't mind seeing other developers working on someone elses game, but I dislike when a game is given to another user directly and it's no longer the original owners. I don't want to see the game not in your possession.
Mikau wrote:
I don't mind seeing other developers working on someone elses game, but I dislike when a game is given to another user directly and it's no longer the original owners. I don't want to see the game not in your possession.

That's understandable. I feel that a specific person needs to be in charge, though. One person needs to take responsibility for the project, to have ownership over the project, if not the product. You can't expect someone to take responsibility like that unless they have some creative control.

If you, Steven001, or Schnitzelnagler want to try and fix it up, just say the word. I think Nagler already has control of the hub.
I'll gladly have a look at it when it becomes accessible, but I could not warrant enough dedication to be 'in charge', so I'll just hope for Mikau or Stephen and yes, I still have hub control from back when I uploaded some screen shoots for you.

The issue with sound sounds strange. Is there a bug report on a similar incident?
Would it still be possible to get a custom class in if I subscribe soon?
MasterLink2003 wrote:
Would it still be possible to get a custom class in if I subscribe soon?

I'm no longer doing custom classes. If you subscribe then you get access to 20 tier 3 classes.
This game is fucking orgasmic.
OrangeWeapons wrote:
This game is fucking orgasmic.

I personally think it's the best game to hit BYOND yet.
CauTi0N wrote:
OrangeWeapons wrote:
This game is fucking orgasmic.

I personally think it's the best game to hit BYOND yet.

I absolutely love this game. <3
Would you consider adding on a "Total Points Earned" to keep track of our lifetime totals? It would be somewhat irrelevant, as you'd obviously leave the list sorted by Top Score by default, but it would give players a "pointless" reason to try to hang around.
I have been thinking of adding that. I might do it with this upcoming update (Feb 2nd at the earliest) where I fix a bug that's preventing the bear from dieing.

BEAR!

Caer_Death wrote:
Would you consider adding on a "Total Points Earned" to keep track of our lifetime totals? It would be somewhat irrelevant, as you'd obviously leave the list sorted by Top Score by default, but it would give players a "pointless" reason to try to hang around.

This game is awesome. Really like the style, its unique and BYOND can use a game like this. The classes are really cool and useful all their own ways.

But I have one complaint, and I don't know if I'm the first to complain about this but I'm gonna say what I don't like really fast.

I think subscribers get too much of a benefit. I mean, I've always looked at subscribers as people who get a few bonuses, like 5 or so perks that are useful to have but don't affect gameplay. But I mean, more than 15 tier 3 classes? Non subs may get 15 of more than 30 classes, but they are only tier 1-2. I find this to be a large effect on gameplay. If this is something you are doing on purpose, then sorry for wasting your time with this comment. It's just a single problem I have. I might just be being unreasonable, but I just wanted to post this. Thanks for reading.
I'm pretty sure it's fair. Since people have to pay $5-6 for a subscription.

Plus, Iain even said if you don't play it casually, then you're better off buying a subscription to increase the gameplay.
Hey, me and my friends Normalkid, and Eviscarator, are trying to beat the current wave record, so far, we have maxed at 114, but if we managed to get to the top, would we be able to get our own custom classes?
I don't want to get into why I'm not doing customs anymore.

Short answer so you don't get your hopes up: No

Long answer: Hell no. Glad people are enjoying the game, but please stop asking me :(
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