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Post by desertmoongw on Mar 24, 2013 13:46:54 GMT -8
I had a few ideas that could make Magicmaker much more fun for some people. The first one is Profiles, letting users make a username and profile picture that would be saved onto some sort of server/website, no 2 users could use the same username. The main reason why I think this should be added is for Multiplayer which is another idea, letting users setup small servers where they can have a list of usernames of people who can connect, they would be able to complete quests and adventure together, as well as do PvP if both users choose to. My third idea is (maybe for the Ice Cavern) an enemy that instead of hurting your health, drains your Mana. Fourth Idea is maybe Companions, if you complete a series of quests for the specific person you would have the option for them to follow you on your adventures, they would follow behind you and use their own magic to attack hostiles.
My question: How do I select a license for an image on the wiki?
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Splininka
Magicmaker Developer
Game Designer
Posts: 7
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Post by Splininka on Mar 24, 2013 18:07:49 GMT -8
Great suggestions. I'll go through each of them and bring up some discussion points.
Profiles As you mentioned, profiles make the most sense in the context of a multiplayer game, or at least a game that supports account to account interaction. Unfortunately it is unlikely we will support this feature because...
Multiplayer We have no plans to support Magicmaker multiplayer. There are a lot of players that want this feature, and it would no doubt add value to the game. However, we feel the development cost for such a feature is too high to pursue if we want to release Magicmaker any time soon.
Mana Drain This is a really cool suggestion. It will require a careful touch to make sure we keep this enemy interesting instead of frustrating. Being unable to perform any actions is not very fun, but I think there are enough ways around it that an enemy of this sort could really work. If you know you are going into a level with this enemy, you can make sure you have a powerful wand or adjust your spells to cost health instead of mana.
Companions I really like the spirit of Companions. I like the extra incentive to focus on helping out a particular character. There's also the gameplay of having your own personal minion or turret to accompany you through the game. We are sort of aiming to encourage the player to complete personal quests for characters by rewarding them with artifacts like Columpus's Compass. We might need to play around with how we structure these quests to give players a satisfying payoff for really helping out an NPC. We probably won't have them follow you around, though. If you think of all the crazy ways you can move around levels using spells, it would be really hard for that character to keep up. As I mentioned above, I do really like the gameplay of Companions, so having something that follows you around and attacks independently is still on the table. Who knows? Maybe you'll see something like that in a future robe or artifact!
License Uh... So unfortunately I don't have an answer for this at the moment. I still wanted to discuss the rest of your post, so sit tight on this for now. Thanks a bunch for working on the wiki, though. It means a lot to us to see our community involved in projects like this.
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Post by Jackson Bomar on Mar 24, 2013 21:53:33 GMT -8
One of the minor ideas I had while playing through was the ability to "Select all of Grade x" in the sell materials section of the shop. Once I hit a certain level, I didn't even bother with D or F materials, but I still felt the need to sell them off to earn some side profit.
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Post by foreverwolf on Mar 25, 2013 13:27:58 GMT -8
On the topic of companions, and the movement limitations, would it be possible to set them to follow the exact path you've led? This may resolve issues with movement, though on the other hand it wouldn't be particularly immersing to watch them mimic you... Unless your companion is a mimic/clone/etc?
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Post by BubbaTheElf on Mar 25, 2013 14:09:03 GMT -8
Hello, I own the Magicmaker wiki, and I will answer your question on how to select a license. One of the easiest ways to upload a picture is from the Home Page, up in the upper right corner, there is a "Contribute" button. Clicking that will bring down a drop-down box that gives you various options. Select "Add a Photo." From there, enter in your image info and upload your image (make sure all of this follows the Image Policy: magicmaker.wikia.com/wiki/Portal:Images ), and then a little ways down there is an option that says "Licensing." Clicking on it will create a drop-down box which from there you can select the appropriate license. Hope that helped your question!
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Splininka
Magicmaker Developer
Game Designer
Posts: 7
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Post by Splininka on Mar 25, 2013 20:36:04 GMT -8
Thanks for dropping that wiki knowledge bomb, BubbaTheElf. Despite viewing many wiki's, I have a very limited understanding of how that information gets there. On to the other suggestions: One of the minor ideas I had while playing through was the ability to "Select all of Grade x" in the sell materials section of the shop. Once I hit a certain level, I didn't even bother with D or F materials, but I still felt the need to sell them off to earn some side profit. You're correct in that we currently don't have any reason to care about low grade materials. Right now, pawning them off is pretty much their only use after a certain point, and it's not particularly convenient to do. Instead of treating the symptom of not caring about low grade materials, we are aiming to give those materials more purpose than simply selling them for chump change at the shop. The Return to the Forest update had few things to help this, but it's not all we have planned. The tweaks to the alchemy system should hopefully incentivize ripping apart undesired materials to combine them into something more relevant. We also significantly buffed a lot of F and D grade materials, so equipping low grades should still be fairly satisfying. This doesn't directly fix the problem of having more low grade materials than you care to have, so we are also looking into another feature that could give you a reason to intentionally equip a lower grade instead of a higher one. On the topic of companions, and the movement limitations, would it be possible to set them to follow the exact path you've led? This may resolve issues with movement, though on the other hand it wouldn't be particularly immersing to watch them mimic you... Unless your companion is a mimic/clone/etc? This is a completely valid solution to the problem of "How do we get characters to follow the player?" I like that you don't simply take the solution at face value, and probe as to how much you would really gain if this feature was implemented. As I alluded to in my previous post, I really like the gameplay of this suggestion, though I think there is a much simpler way to get it.
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Post by desertmoongw on Mar 25, 2013 21:21:52 GMT -8
I had a few more questions and suggestions
I realized yesterday when going through the assets of the game looking for sprites that all of the quests and everything is just there, and after I got bored I opened a few up and after an hour made my own quest. I was wondering if it's alright for people to make Mods for the game and upload them here for other people to install and use. My suggestion is having the game have different Languages so that if someone comes across this game and their first language is, for example, German then they won't need to open up Google Translate every time they talk to someone or something. =) Another Question, when you get to it do you plan to add the new art style to the NPCs in Dörwall? If not, I think it would be a nice nod to people who played the versions before v0.7.2 if you added the old sprite of the player to the school as a student.
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Splininka
Magicmaker Developer
Game Designer
Posts: 7
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Post by Splininka on Mar 26, 2013 20:30:14 GMT -8
As far as mods are concerned, feel free to mess around with our files and show it to your friends. Our content isn't the most user friendly, so mod at your own risk.
For uploading mods online, you are subject to the following disclaimer: Don't sell your mod or claim we are stealing from you. Basically, we don't want to steal from you, so please don't steal from us or falsely accuse us of wrongdoing.
This sort of goes for all suggestions. If we like it, we might put it in the game, which is most likely why you suggested it in the first place. If you don't want us to use an idea, don't tell us about it.
We would like to make translations more accessible. Unfortunately, none of us are proficient in other languages, so Magicmaker will not "officially" support multiple languages. If fans were to translate and distribute language mods on their own, that would be a great way to ease the burden on our international friends.
Regarding Easter Eggs, we most likely won't include the old model as a student, since it would clash with the new art style. Anything we slip in will be done in such a way that won't look weird if you don't get the reference.
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Post by Kami-sama on Jun 28, 2016 9:59:32 GMT -8
Basicly, my problem is this: I am too creative and the Bosses can't handle it, all the challenges that don't change my loadout are a piece of cake in any level... but still I really like this game. I think it is innovative and I have always wished to make my own spells. Solution: Challenge mode. Just lemme slap some Bosses into an arena and give them stuff like 999999999 hp, 500 mana drain per second and instant execute attacks (I can handle it). give me options to challenge myself beyond the impossible because I could do that all day and all night. I love it when devs exchange the "everything is usefull" approach with (near) unlimited possibilities. That way, yes you will have a crap ton of straight up useless builds. but you will also have an equal number of mildly usefull whacky ones and some that are just insanely overpowered. However the euphoria of finding such a game allways ends in one or both of the following ways: 1. Game can't handle it and crashes/Freezes 2. Game becomes too easy So why not give players the possibility to test how far they can go? You could either let them decide how hard it is by letting them change the afore mentioned factors among others or you could just make an endless mode that gets progressivly harder by some algorithm (so you basicly have unlimited difficulty levels) People could brag about it in the forums and make a ranking of some sort. Don't stop at what you think would be impossible to beat. go beyond! let me have a bad time .
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Laddo D
Magicmaker Developer
Magicmaker Maker
Posts: 215
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Post by Laddo D on Jun 29, 2016 7:31:58 GMT -8
Kami-sama, have you reached NG+ yet? NG+ and beyond scales infinitely, and might provide the challenge you're looking for.
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Post by Kami-sama on Aug 4, 2016 8:32:14 GMT -8
Oh sure don't worry, I wouldn't be posting such a suggestion if i hadn't played NG+++ and all difficulties a few times over ^^. The thing here is obviously the fact that the number of overpowered combinations skyrockets with every new spellslot, which I vastly appreachiate, and it's not like anyone can test all of the combinations in a single lifetime anyway ^^.
That it scales infinitely I actually did not know, so that definitely is interesting! I thougt it ends at max spellslots.
However a challenge mode would be way less time comsuming and could potentially offer more interesting variations than only scaling damage and health.
I will test it for a bit anyway, but I fear with several builds I made it would take a Boss 20 times the HP it has in Ng+++ just to survive one cast of most of my main damaging spells and to be honest, Bosses never did damage to me anyway, and I actually mean no damage since I don't even die in the 100 times damage mode...
I was hesitant but allthough it pains me to see it go, I will post the most outrageous of my different God-mode robes in the OP Spell combinations thread. Like... right now in fact
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