For me a decent RPG is all about the storyline, not sure how you can turn a side scroller into an RPG tbh, i would imagine that in itself would be the most challenging aspect as most side scrollers tend to be combat focused games rather than RPG's.
For me a decent RPG is all about the storyline, not sure how you can turn a side scroller into an RPG tbh, i would imagine that in itself would be the most challenging aspect as most side scrollers tend to be combat focused games rather than RPG's.
Maybe I should not say RPG, I may use wrong word. Maybe Action Platformer game.
EDIT: I did change the title, fantasy sidescroller instead.
I have looked up the link in your profile, the game looks enjoyable. With that said, few aspects i really like when the game has: When the strength of a monster, or an item correlates with the looks of it, and you can feel that you are getting stronger not only in numbers, but also visually. When the game has */*** chance of rare drops you have to grind out, or have to be really lucky, and when the items show up on the ground to give the sense of "i have to pick this up asap" It's very hard to make a non-linear platformer, with multiple choices and outcomes, without player missing out on content, but that would be an awesome mechanic for the game lore.
It's a few neat things, hope it's not too overwhelming
edit: what i mean by non-linear, for example, if through the stage phase you received that 1/100 rare drop, the next level will have two options, linear progression, or some kind of tunnel/door, that allows you to get through only with that item. That way the game wouldn't cut the phase of progression. It's a general example, would work much better having a few random events with different outcomes, and crossover level generation based on previous variables.
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EDIT: I did change the title, fantasy sidescroller instead.
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When the strength of a monster, or an item correlates with the looks of it, and you can feel that you are getting stronger not only in numbers, but also visually.
When the game has */*** chance of rare drops you have to grind out, or have to be really lucky, and when the items show up on the ground to give the sense of "i have to pick this up asap"
It's very hard to make a non-linear platformer, with multiple choices and outcomes, without player missing out on content, but that would be an awesome mechanic for the game lore.
It's a few neat things, hope it's not too overwhelming
edit: what i mean by non-linear, for example, if through the stage phase you received that 1/100 rare drop, the next level will have two options, linear progression, or some kind of tunnel/door, that allows you to get through only with that item. That way the game wouldn't cut the phase of progression. It's a general example, would work much better having a few random events with different outcomes, and crossover level generation based on previous variables.