Friday, May 4, 2007
Simore Mines Gold version
Recently I've been thinking what to create next. Writing new game means creating new graphics which I'm not so good at. So I come to conclusion that the best solution is to continue upgrading Sigmore Mines and make the gold version (to which people who bought from me can upgrade freely). I want to change how magic works, add resistances to magic elements like fire, cold etc. Also I want to add new quests and few more things ;)
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16 comments:
And what will you add to it? And will there be an expansion pack to it? Or why will it be Gold Edition? Kexi Gothpaladinus alias Marcell Gál
I don't mean this. A new character will be in the game? Or just the purchasers number is the thing why it will be Gold Edition? Answer me please!
Well, I planned to add new algorithm of making dungeons and add monsters which has keys to the specific doors. I wanted to add potions which temporally increase player stats and to add magic spells which temporally increase player's attack or defense. I wanted to add some magical resistance to monsters and change how magic will work. At some point I was also thinking of adding "action points", player while engaged in combat could spent his points to move and/or attack just like in fallout game.
I wanted all this but now I really don't know if there will be gold version. I've put my game on some portals (I have agreement with Hovr and FacesOfMars), but I'm still waiting for sales stats from them so I don't know how my game is selling. As for sales from my site, well from the beginning of this game I've got some nice email and comments here and there how good my game is, but in fact I sold only 6 copies of this game via paypal and if portal sales will be also that poor I will not see any reason to make gold version. I have some game ideas for PC or even for mobiles, but writing games alone is not an easy task. Right now I'm waiting for portals to give me stats and eventually my money and in the meantime I'm fixing any bugs people find (I've fixed bug you have found Marcell, I just need to upload it..)
Why magic resintanse? Spells! That could be matter if they can't use their mana. Or why have they got 2 mana points? Spells to the monsters will be greater...
And another bug: if we use spell (identify, healing), if our health is at max, we lose mana! And at identify: if we have no items to identify, we lose TWENTY mana points! But, the 20 magic points is too many... And that wasn't a good idea that you weakened the healing spell. It made hard the game. And how many levels are there in the game? 50? 40? Or how many? Marcell
You read it but U didn't answer! How can this be?
Kamil, I tried Sigmore Mines via GetJar. It was okay, but I only played it for a bit. Here's why...
1. There seems to be just two dimensions to the game. Hack-and-slash to get more gold/magic, and use gold to equip better for more hack/slash/magic.
2. No "real" quests. Maybe I just didn't get to them, but the several I found were of the form of "Kill 6 Orcs", rather than "Retrieve the lost Amulet of Grevdorf, which was stolen by the Arc-Dragon Fipnetz. This will require you track down Fipnetz, battle through his minions, find the key to unlock his citadel, survive the trail of lava and then return to Level 2 and give the Amulet to the High Priest of Fubar". (Clever quest creation would result in being able to carry several sets of leather boots and swap them as the lava burns through them, for example.)
In other words, no storyline, no puzzle, no goal except kill kill kill.
Even the 1980 game Temple of Apshai had some goal like that and a variety of rooms.
Sigmore seems like great work for a hobby project, but Black Citadel 2 sets a somewhat richer expectation.
[1. There seems to be just two dimensions..]
SM is more like rogue-like and/or diablo and I never expected it to be something more.
[2. No "real" quests...]
Yes this is something I would like to have too, but..
[Sigmore seems like great work for a hobby project..]
..but Sigmore Mines IS a hobby project. It's written by one man (me), in my spare time. Before SM I've never programmed any rogue-like/hack-and-slah/RPG and this game was my first attempt on that ground. I agree that there are things what could be better done (like quests for example). Now I know what to avoid while designing such game, so maybe my next game will have better gameplay.
Kamil, my post about "hobby project" was in context to you wondering why so few people paid for it. That's a problem anyhow - several of my programs were PC Magazine shareware Editor's Picks three times but more people told me how much they used them than actually registered them by far. But even fewer will register if it's 27 years behind expected game play and depth.
That was my only point. Black Citadel is just a few Euros, so there's not much room for paying for Sigmore with the current feature set.
Ok I understand what you mean. I've never intended to make a living from this game, all I wanted to earn some extra cash.
Maybe you are right that this game is not good enough to make some income, but this is discouraging me from making more games...
Oh, some other things are going:)
Life is going, it's great nowadays, as i see...:-) But, you DIDN'T answer my question! How can this be?! :-D:D:D
Oh yeah, it could be a good idea to return to levels played before the actual level. What kind of idea is it: returning to levels played before?
In the very first not playable version, there were stairs which leaded back to previous levels, but I removed them because then I would have to remember all visited levels by player while saving game state.
It wasn't a good idea you removed them...
not too bad for a cellphone game man although since im using an htc touch i have no keys so there's much i can't do but still not bad
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