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#231
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Awww... come on, guys. Take my money already!
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#232
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Wow, lots of great responses since my last post.
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Beyond that, and this would be beyond the launch as well, we're talking about building some social and community aspects into our website to allow players to talk about the game, join into new adventuring groups, and compare their characters, equipment, skills etc. That will be something we build on over time but I'm really excited about the idea of building a Pocket Heroes community that we can all be a part of. As far as licensing, it is something that we thought about but it just wasn't something we could really do. I think there are a number of game systems out there that would work with this style of game and we would definitely be open to building a licensed game if anyone was interested ![]() I'm also a big believer of building and controlling our own IP and so it made sense for us to do the extra work and make Pocket Heroes its own world that we can continue to extend in the future. Quote:
My goal right now is to get the first release and campaign out the door so we can all play it. There are a ton of great ideas, a lot of them from this thread, that we want to implement but we're holding off for updates. Over time I want this game to build into a full mobile role-playing system that can be driven by the community ( think LittleBigPlanet ) but we're not going to postpone getting the game out there to make that happen. I'm still dodging the release question, at least for a little longer. We're going to have more announcements and updates for you in the weeks ahead and as soon as we can nail down our release time frame I'll let you know. I will say it's coming out in 2012 ![]() Thanks for all the great comments and responses, keep them coming! |
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#233
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Brandon,
Just to clarify, you could license a ruleset like d20 without cost and still develop all of your own IP. I don't know how detailed your mechanics are going to be but I'm hoping they have some meat to them in terms of being able to develop an interesting character (hence why I asked about potentially licensing an established system, even something light like FUDGE. I really hope you are working on an editor for people to create their own adventures. User-created content could be a tremendous boon for a game like this. I'm very pleased you are going to include a way to find other players. Thanks! |
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#234
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Thanks for the reply, it's great that you guys are interacting with your future customers this way. Add another vote for user-created content! I realize it's probably pretty hard to do this but it would add such a lasting and ever expanding experience to a game like this. How would you guys go about doing it?
I thought of an idea around this subject. What if you had to connect with other players to discover new quests/fights/stories/content of some kind? So, say, you could connect with another player, whether you know them or not, and check out what quests they have done. If one sounds good, you could download it to play next or another time. Of course, that might require you guys to have a pretty extensive server for people to load their own quests they made onto. And, obviously (and hopefully) a way to create a quest to do. I just think that saving user made content to players would force people to play together and would take away the work of you guys choosing which user made content should be made available to everyone. All that being said, it would be sad if people could create their own easy battles or something to game the system and make their characters stronger. Oh man sorry for the long posts but your game just sounds like a very good idea. And these features might be something you're looking at way down the road. I trust you guys will make the game awesome, so these are just some suggestions on my part. Keep it up! |
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#235
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Well I read through most of the forum finally and it's changed what I think about a few things for the direction of the game. Personally, I want to play this game in the quests you provide for our parties and an extensive way to play through the game after.
Is there going to be random matchup with other players online? Or do we just find friends to play with that we pick? If you can do it randomly (which would make sense since not everyone who buys your game is going to be from this forum, sadly ), then the problem is that players you don't know could just ignore the game indefinitely or even might be a douche and stop playing the game. What happens to all the hard work then? I think your idea of a vault between missions is really something needed in the first version of the game because of inconveniences like this. But could there also be a way of leaving a game with your character If the other people are being unresponsive? Maybe you join another group that is a quest behind or something?My thoughts on the dungeon master: I'm thinking that this is the key to creating ever-expanding stories to game. It doesn't sound like it will come in the first release, but it seems like having someone direct the enemies while also being a narrator and making the enemies speak would create a new experience in either replaying campaign levels, randomly generated levels, or levels that users make. And it would be really cool if a narrator and the enemies could be seen as text in the battle, not a separate chat window. I really want to see the gameplay become addicting to play over and over because of stories others make. |
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#236
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Quote:
Again, I want to make sure I'm clear, the user-generated stuff is going to come way after the first release, but I think it could be a really great way to keep the game going for people after the initial campaign is over. You will be able to play with your friends, invite friends who don't have the game yet, or play with other people you don't know. We're not completely sure how to deal with the situation where a player doesn't respond forever, but we're looking at allowing the the other players to skip their turn, or maybe even play it for them, if they haven't responded for a certain length of time. I also think that simply allowing you to take your player out of the game is a good solution but it may be tough to figure out how to get that player back into a game at the right level. In general, things are progressing on the game very well. We just did an internal release that improved the abilities system and now I'm working on adding in some additional levels and putting in interactive areas to the quests. Things like being able to examine an artifact or statue, opening doors, flipping switches, etc. Hopefully after this next release I'll be able to put together a little video that shows off some of this new behavior. Thanks for all the questions and comments. Keep them coming! - Brandon |
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#237
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Looking forward to it.
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#238
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Quote:
User generated story arc? |
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#239
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I think it would be awesome to let players create their own multi-level quests. There would have to be some limit to the amount of quests you could string together but I would love to log in to Pocket Heroes and have the option of taking off on a new quest that you created.
I've spent a lot of time thinking about why D&D is still so popular, why is it still relevant after so many years and all the advances in technology. I think a very large part of it is that it empowers people to tell their own story, and to share it with their friends. My ultimate goal for Pocket Heroes is to allow it to do the same thing. If I can give someone in Oklahoma the ability to craft an awesome set of quests and share it with players all over the world then I think we will have succeeded in taking Pocket Heroes from being a game to being something much much larger and more powerful. That's what I hope we can accomplish, over time. |
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#240
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well enabling those options will lead to a longlasting game, BUT you should release the game first, and then add, because word will spread and the game will become popular.... Now, this might sound weird, but if you want the game to be very cool, a version should ba also available in Android, Blackberry and Facebook, so Many Many ppl can play together... |
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