Hello all,
I am sure that some of you, that actively participated in George Dan Pirvu's contest for the best game design document in order to create the community game, find this post in showcase to be old news
The reason why I'm posting(or better re-vitalizing)
Sorcerers project is because I still haven't gave up on this idea and also still haven't found why this project received so little attention when brought to contest for voting.
I must admit that in reasonable future, after the completion of
Untitled Platformer &
Blade Of Power, I attend to continue work on this project with Dimme and most probably try to find interested programmer/programmers to do the game's code and, perhaps, online support if project begins to move in that direction.
So if I'm to pursue this thing in reasonable future I wanted to find out what are exactly the most problematic aspects of this project.
For those that are not interested in reading the entire game design document here is a short abstract of the game's concept:
Sorcerers is a 3D, turn-based, room-based, quick-strategy game that puts you in the role of a wizard whose goal is to gain dominance over three other wizards in the various temples and castles.
It combines turn-based, time-limited, full 3D movement through level together with turn-based, static battle system. The players turns are limited to one minute while the battle-turns are not limited nor included in one-minute playing-turn.
Wizards must plant Manna & Guardian rods during their turn in order to enhance their manna-count or create the Guardian(warrior) to protect their rooms. Manna is important for various upgrades in strength, spells & speed of the Wizard, his disciple & his Guardians.
...and here are things that are noted & considered to be gameplay-killers & also gameplay enhancement suggestions:
01. Waiting for your turn can last up to three minutes without battles, or much longer with battles.
02. Game has no story or the story must be somehow relevant to the gameplay in order for game to be more then just a pointless skirmish.
03. Hot-seat is to much retro for 1st person game.
04. Level-design should be directed toward avoiding the repetitiveness
05. Battle attack-dynamic should speed up, each attack shouldn't last more then 3 seconds
06. There should be more spells & spell-branch specializing for all characters
07. Sorcerer should be able to choose/carry various equipment
08. Sorcerer should be able to choose among different battle companions
09. Battle-system should be more straightforward, simpler & clearer to avoid confusion
10. The interaction between wizard and enemies during the battle should be more concrete.
11. Exploration parts should be more interesting, with secret areas & rooms.
12. Rod-plantings should be quicker.
13. Levels should also have big rooms(rooms should vary in scale).
14. HUD, battle statistics & texts should be simpler & more visual, and their display should be optional.
I would appreciate any feedback on how to enhance the gameplay of this project without deconstructing the main aspects: turn-based play & static-battle system.
/////////////////////////////////////////////////////////
SORCERERS 3D Showcase Application can be downloaded using this link:
http://www.filefront.com/17278917/Sorcerers.zip/////////////////////////////////////////////////////////
>Ganderoleg<