Looking for feedback on my Action/RPG Destiny Island (11/28/12)

jlsheriff

  • Posts: 34
Latest Demo! 11/28/12
http://www.stencyl.com/game/play/15851

Destiny Island----
-Action/RPG
-Randomized loot system.  For real.  Drops and bonus stats are randomly generated, and if you're lucky you will get a rare bonus stat or two. 
-6 classes to choose from.
-Skill/Talent tree lets you customize your playing experience, and drastically increase the replayability factor.
-Non-linear gameplay lets you pick which islands to explore next, and a world map prevents you from losing your way.  Islands will be color coded at their entry points to let you know the recommended level you may need to survive.

Story/Gameplay---
My vision for this game is not to make an RPG with a rich storyline, slow battles, and towns.  Destiny Island is an action/rpg/shooter/adventure that has tons of enemies coming at you and attacking you in real time.  I made a fantastic skill/spell targeting system that is very much like League of Legends if you have ever played that game.

Instead of Towns, Menus, and Inns that create a lot of downtime, I have created these portals that you stand on if you would like to save your game, or buy/sell loot.  They are all around Destiny Island, and allow you to jump right back into the action.

I have created many types of monsters that all act differently and have different HP, Damage, Skills.  Monsters come in waves from spawners that I have created.  They are triggered by walking into their area, or may be triggered by a specific event in the game.  You must destroy the spawner to prevent it from summoning more monsters, or to find a key to get to the next level. 

Each level is a different island with different exit paths to more islands.  You will have to complete the level using different color coded keys to open doors, and sometimes you will have to destroy some epic monsters.  Since I created an RPG without a story, I may choose to create mini-stories or sidequests on certain islands.

I may implement some code to make the monsters stronger as you level up so you can go back and farm for more loot or something.  That, or I multiply enemy stats for hardcore mode.


Controls---
Movement - WASD
Basic Attack - Left Mouse Button
**Skills are still under graphical construction but if you want to see a preview check out the Vampire Class**
Skill Preset 1 - Q 
Skill Preset 2 - E
**Inventory, and map are still under graphical construction**
HP Potion - 1
MP Potion - 2

Latest Sneak Peek---
http://www.stencyl.com/game/play/15755

Title screen, Level to choose your class, and a level that teaches you how the game works are included.  Stay tuned for level one soon!
I also created the HUD that has working HP, MP, and EXP bars. 

Let me know what you think!  I do all the art and programming.  Soundtrack by DST royalty free

« Last Edit: November 28, 2012, 12:08:19 pm by jlsheriff »
Destiny Island - Work In Progress http://www.stencyl.com/game/play/15851

jlsheriff

  • Posts: 34
Okay, I know you guys have heard enough of this game, but I want feedback from developers like YOU, because I trust the stencyl community :).

I work on it for hours every day and I figured I would show you guys a few more snapshots of what I've been up to, just to show you the quality level I am trying to achieve for Destiny Island.  Yes I know you want to kill stuff in the demo, but if I showed you what I had for combat now, you would be dissapointed.

I'm in the process of increasing the library of monsters, and different types of spawners that create them.  I have the Title screen, Intro level, and "Training" level in the demo, and I have nearly completed the first game level where you will kill tons of mobs, find keys, loot, and pick an exit to the next islands.

Where am I in the character creation right now?  Well that is a fantastic question I'm glad you brought it up! :D

-All 6 classes walking animations/events/collision are complete.
-All classes basic attack animations/events/collision are complete.
-All Skills/Spells have a unique graphical targeting system with different mechanics.
-Minotaur class's "Ground Slam" Skill animations, and targeting complete.  You can see it in the latest demo I have posted here.
-Vampire class's "Blood Nova" spell targeting complete, but I want to re-do the animations for it.  You can also see it in the demo.
-Vampire class's "Fang Bang" missle spell targeting complete.  No cast animation yet, but you can check out the targeting for it.

In game HUD has been my focus for the past few days.
-You can see if you have any of the 4 key types in the HUD bar now.
-HP Potion, MP potion, Map, Inventoy, and Options animations for hover and click were added.  You can click on them, but the only button that does anything is the Inventory button.
-Inventory menu has been designed and almost completed. 
-Each class has a different graphical Inventory menu for their skill trees. 

And much more is being worked on.
Destiny Island - Work In Progress http://www.stencyl.com/game/play/15851

dtrungle

  • Posts: 1938
Hey, I'm still here and hoping for this to succeed. :)

That said, do you have the details planned out? Notes? For everything basically, you need to to have it detailed as low as you can go.

From what I can tell, the game's purpose will be to kill things with an increasing of power hero, with key/door mechanics, sidequests, and bosses, so, you'll need to make those aspects enjoyable. Otherwise, there won't be much point continuing on after a few battles as there's nothing to look forward to.

jlsheriff

  • Posts: 34
Yeah, I want to avoid anything that will make the game feel stale or monotonous.

My vision is to make it as fluid as possible with the combat.  I've had to come up with new strategies in order to get the skill casting to happen quick, precise, and also feel satisfying.  Each class is very different as well. 

I do have most of the stats, skills, spells, and talents written down, and recently began work on monster stats.  I plan to use different combinations of monsters on each level, as well as progressively introduce more and more new monsters as you progress.  I don't want to get involved in making it as complex as possible like a full on RPG, but I want to give the player as much freedom to customize their experience as possible. 

You're so right.  That's one thing a lot of people don't realize is that making a game like this, or even any game at all, takes a lot of thought.  I enjoy writing stats though :D

Destiny Island - Work In Progress http://www.stencyl.com/game/play/15851

jlsheriff

  • Posts: 34
Updated the demo!

-I forgot to upload it last time so all the things I did new are now in it.
-Play the Minotaur and use the skill assigned to the hotkey "Q" to see the awesome Ground Slam ability.
-Q and E are the hotkeys for using spells.  You will be able to assign the ones you want to them in the future.  Only the Minotaur and Vampire have demonstrated spells pre-assigned for testing purposes.
-Began putting the talent trees together for those two classes as well.  Click the inventory button on the top right of the in game HUD to see them. 
Destiny Island - Work In Progress http://www.stencyl.com/game/play/15851