Progress on Journey's Rest
13 years ago
General
Things have been slow going, (clearly,) on this project, but I have been working on it with more fervor of late. I can't say when the next full version of it will be ready, mostly because my intentions for it involve a metric ton of writing. The coding at this point is becoming less important, but I'm still finding a bunch of annoying spots I've either forgotten to address, or things that need to change to make the whole product more fun as a game.
My ideas for the rest of the story are very well formed. At this point it's more a matter of figuring out characters and just putting words to virtual paper. Part of what's going to keep the game's next incarnation from coming too soon is that I intend for the next two story segments to be interchangeable, via player choice. Not to mention I need to have character interactions in place by then (since that's kinda half the point of the game.)
As far as the actual game mechanics are concerned, I've been pretty dissatisfied with how combat functions. Everything feels equal parts too easy, and too slow. I may make some broad changes to get things more interesting, especially if I can't make the current format work.
I've also been kicking around the idea of taking donations to help keep my work on the project flowing. Whether I take donations or not, I'm never going to try to sell any version of this game; the donations will be completely optional. It may encourage me to put more time into the project if I don't have to worry about not starving, of course.
Anyone who's a fan and still following this: let me know what you think about things! I've been really pleased with all the feedback from people, whether bug-finding or encouragement. So thanks to all of you.
My ideas for the rest of the story are very well formed. At this point it's more a matter of figuring out characters and just putting words to virtual paper. Part of what's going to keep the game's next incarnation from coming too soon is that I intend for the next two story segments to be interchangeable, via player choice. Not to mention I need to have character interactions in place by then (since that's kinda half the point of the game.)
As far as the actual game mechanics are concerned, I've been pretty dissatisfied with how combat functions. Everything feels equal parts too easy, and too slow. I may make some broad changes to get things more interesting, especially if I can't make the current format work.
I've also been kicking around the idea of taking donations to help keep my work on the project flowing. Whether I take donations or not, I'm never going to try to sell any version of this game; the donations will be completely optional. It may encourage me to put more time into the project if I don't have to worry about not starving, of course.
Anyone who's a fan and still following this: let me know what you think about things! I've been really pleased with all the feedback from people, whether bug-finding or encouragement. So thanks to all of you.
FA+

I really wamt to see what happens between my rhino and that cute little mayor beaver :3
Wish you the best, keep up the awesomeness, and have a good day!
The best way to describe this is with a archer. By him self the archer can only use the shot ability. Put him in a group with more archers and shot gets more powerful until you have enough archers to use volley. But more archer only equals more power not health so a large group of only archers is still easily killed. Putting archer with a soldier gives him more hp but now when you come to the group you must pick attack or shot. This makes grouping and placing some important because you're units are weak on their own and become more of a threat in groups. In a game like this groups relay do not matter because you do not control a large number of units and you're units are very powerful on their own.
I think a more traditionalist RPG combat system would be more effective in Journeys rest. It would allow combat to be more strategic, fun, and more importantly stream lined. This would allow those of us more interested in the story to get back to it quickly, and those of use who want fantasy combat to have it in a way they are familiar with. First you would have to have a set number of people in you're group five is the norm.The number of enemy will be very important. You could go equal number battlers having them more challenging, or swarming just try not to have to many fighting at once. I would go with a little of both when you have enemies in reserve the will trigger events occasionally. Like wolves giving out a howl to give a one turn power burst to a comrade, spiders spitting web and poison, or a cave troll smashing a wall doping rocks on everyone.
Here is the best example i can come up with. While exploring a mine you come across two cave trolls and five goblins stealing ore. When the encounter begins the two trolls with three goblins are on the front lines with two in reserve. Let say you do not like this set up so you use the defenders bull rush and the wizards flood to move the troll into reserve. Now you plan to cut the goblins heal down low enough to kill them all with one powerful spell. But while whittling the goblins down the trolls both roll well and activate their events back to back. This kills of the goblins and leaves you badly hurt now you need to think fast to take on the trolls.
Keeping the combat simple will give you more time to customize. You are very talented so it is not beyond reason for you to create a pleasing combat screen. Were I would like to see the most work done is the classes both reworking the once for the player and giving the npc custom ones. Such as making Tram in to a Juggernaut rather then a watered down defender. You would not have to change much about his look ether you would keep the plate male but change his weapon a big war hammer. He would have two attacks clobber and knee caper both fairly self explanatory. Where the big differences is in his skills provoke, war cry, and battering ram. Battering ram simply deals damage and moves enemies around, provoke and war cry make him the target of the enemies attackes. Defenders go to the damage juggernauts make the damage come to them.
As for specific characters and their abilities, I'll probably be keeping them in their original roles wherever I can. I'll simply say that there's more characters than what you've seen, and leave it at that. :)
But all and all keep up the good work and please give us a the next chapter soon you gave me a sniff and now I need it bad
1. Last names I know this is such a small thing but so few rpgs do this. It give use more depth for both us and the NPCs. You can quickly differentiate from friends and antisense. Establish authority with criminals and underling while showing respect to authority figures. And as you did say earlier have the are you going to take my name discussion while getting mated.
2. Creating a way to include a metric translation. Sorry I know it a selfish american thing but I just would like to know how tall Tram is. I think a button in the option would be a good place to hide it.
3. Flushing out the landscape. I do like the setting of the city but adding a few more geographical land marks would give you more option for stories. Maybe a mountain range with in half a days ride and even a lake. You could but a hot spring resort up in the mountain and a shanty river docks town.
4. This is just me being nit picky but. When wolfs growl at one another it is a sine of aggression, when they stare into one eyes its a challenge of dominance, when you look away it saying I mean no harm.
Now, down to the specifics:
1. Not sure about the last names. I'll have to think about it. Just not sure if everyone wants to use surnames in the game, and it feels like it'd be clunky to make it an optional thing. These are just my thoughts, mind. If people want it, I could easily put it in.
2. It wouldn't be a problem at all to put a conversion in. I already have the math working for that in another section.
3. You may get what you ask for. So little of the playable area has been shown yet.
4. You're right, but I doubt I'll change it. Consider it a quirk of the world!
2. thank you.
3. Now I'm going to have daydreams about rhinos in hot springs.
4. well its you're world and it has odd wolfs.
I know you said it would be some time before the next proper update but could you give starved fans a sneek peek of what we are waiting for.
But anyhow just wanted to cheek in its been close to six month since we hear anything from you hope everything is well.