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Revisional2
#218776578Tuesday, June 13, 2017 3:56 AM GMT

https://www.roblox.com/games/704346589/test-map-2 I've been working on this for a while and most of the changes over the last couple of months (months being because school was slowing progress down) were made possible from user feedback. Please tell me what you liked, what you didn't like, what I should add, what I should change, or anything that comes to mind! My goal is to create an enjoyable RPG that doesn't feel like another generic lifeless roblox RPG.
mariotovar
#218778761Tuesday, June 13, 2017 4:30 AM GMT

Okay. I played it. It was in no way fun. (FOR ME) Spamming Left Mouse is soon boring. Add maybe a cool down or something. :)
Revisional2
#218779062Tuesday, June 13, 2017 4:35 AM GMT

Ranged weapons / other "classes" are a work in progress right now which should make combat more interesting once released, but I can't say I've seen any fighting games whether user vs user or user vs NPC that didn't have a lot of clicking
masterreblex
#218782035Tuesday, June 13, 2017 5:34 AM GMT

What I don't like is the AI. Once the enemies see you they instantly react and follow you, and you can't run away or do anything but attack or be attacked, it's a exchange of damage till you or the monster is dead. This is usually seen in the classic roblox zombies, they are really painfull to play with. https://www.roblox.com/games/60654525/The-Legendary-Swords-RPG This game has a more interesting AI rather than the Infinite Damage exchange, just look up what other RPG's do. This is a Generic Lifeless RPG right now, but the design is really cool, you gotta focus on gameplay.
Revisional2
#218784438Tuesday, June 13, 2017 6:32 AM GMT

That is very helpful feedback! I've noticed lots of things from the game you linked that I'm enjoying such as how quickly the user is able to level up as well as purchasing stats. I think I'll try to make a lot of the AIs in my game have more limited battle ranges and certainly lower speed to make it easier to fight them. I'll be rewriting the algorithm used to calculate what is needed to level up as well as the algorithm that calculates maximum health from the user's level.
Revisional2
#218785055Tuesday, June 13, 2017 6:47 AM GMT

I have to say that I have no intention of *exactly* modeling my enemy system off of that game's, though. For several worlds in a row every single enemy was *literally* identical. It took three worlds for its creator to even change the torso color on the enemies...
Revisional2
#218790022Tuesday, June 13, 2017 9:46 AM GMT

Updates since posting this thread are as follows: - Redid the UI - Rewrote the algorithms for leveling up & gaining health (and these changes are in the user's favor) - Further weakened some of the starter enemies (Lower speed, lower follow range, higher experience drops) - Not visible yet but leveling up increments a (temporarily) hidden point value to be spent on new battle stats like attack strength and defense
slomod
#218793312Tuesday, June 13, 2017 12:02 PM GMT

Maybe add more difficulty to combat and make that your character is R16 supported, if the AI is or the other way around ,because that's what's causing combat glitches.
Dave147741
#218794698Tuesday, June 13, 2017 12:48 PM GMT

you guys talking Forever!

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