|
Post by Wookbee on Sept 6, 2021 12:21:39 GMT
I've been debating whether I should add a progression system to Forgeverse, either with earning XP and levelling up, or some sort of in-game currency (not microtransactions). Both of which could be used to unlock special customisations, killcards or emotes. I'm not sure if it's a good idea though as it feels like it goes against the sandbox nature of the game, limiting the amount of options available to the player. Perhaps there's a middle ground I haven't thought of yet. One idea I have is passive items, you'll be able to select a passive item to spawn in with. All of them will be locked behind a certain level/cost, & they'll have no game changing effects as the name implies. Something like a fishing rod that you can cast out into water, a playable instrument, a pet that'll follow you around etc. Items that almost act as toys to mess around with, I think it'll be more interesting than just unlocking more customisations, and it won't limit what you want your character to look like. We'll see...
|
|
Ace
New Member
Posts: 20
Registered: Aug 19, 2021 5:33:03 GMT
|
Post by Ace on Sept 7, 2021 18:10:06 GMT
How about an account system, with information being logged and progress (such as in-game currency) being stored in a database. You could even add things like the ability to add other users as a friend, being able to login daily to receive an incentive, etc. Not only does that leave the player with more options, that could also promote activity throughout the game. People can get attached to the idea of having their own possessions, such as levels and rewards. You could choose a bunch of things for the player to start with and the rest is achieved through an in-game currency. An idea that I think would be great is to have an in-game store that could be used to sell items for the player to buy. You could create exclusive items that are only on sale for a limited amount of time, items that can be given to the current players that are already playing so early into the development of the game, things like that will hold a lot of value when the game's been around longer.
|
|
|
Post by Wookbee on Sept 7, 2021 18:31:17 GMT
How about an account system, with information being logged and progress (such as in-game currency) being stored in a database. You could even add things like the ability to add other users as a friend, being able to login daily to receive an incentive, etc. Not only does that leave the player with more options, that could also promote activity throughout the game. People can get attached to the idea of having their own possessions, such as levels and rewards. You could choose a bunch of things for the player to start with and the rest is achieved through an in-game currency. An idea that I think would be great is to have an in-game store that could be used to sell items for the player to buy. You could create exclusive items that are only on sale for a limited amount of time, items that can be given to the current players that are already playing so early into the development of the game, things like that will hold a lot of value when the game's been around longer. That sounds like a great idea, I've been working on an in-game store and currency, but it isn't currently using a database or anything. That's definitely something I want to change in the future (especially since it would be easy to hack currently), but for now I'll release it to test out how well the shop system, interface & credits system work, once the foundation is all working well I'll look into using a database. That being said it may be a while, it've got a lot to work on in the meantime...
Limited time events & items is also something I would love to implement in the future, especially holiday themed events (I've already started working on month based menu themes!).
I'll probably be releasing a new update with this store system today or tomorrow (hopefully it's all working )
|
|
|
Post by Wookbee on Jan 30, 2022 20:49:03 GMT
How about an account system, with information being logged and progress (such as in-game currency) being stored in a database. You could even add things like the ability to add other users as a friend, being able to login daily to receive an incentive, etc. Not only does that leave the player with more options, that could also promote activity throughout the game. People can get attached to the idea of having their own possessions, such as levels and rewards. You could choose a bunch of things for the player to start with and the rest is achieved through an in-game currency. An idea that I think would be great is to have an in-game store that could be used to sell items for the player to buy. You could create exclusive items that are only on sale for a limited amount of time, items that can be given to the current players that are already playing so early into the development of the game, things like that will hold a lot of value when the game's been around longer. Fianlly got around to implementing a database, although it's in an early stage it opens up the doors to a lot of the features you suggested in the future! I've released an early build to test out what's there, and to add some users to the database. Currently the database can hold running server information and player avatars, but I hope to expand on this soon.
|
|