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Whats next on the agenda?

Started by Majora,The Goddess Mocker, December 04, 2009, 03:37:58 PM

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Majora,The Goddess Mocker

now we have bigger multiplayer whats next? I am ecstatic with the new multiplayer don't get me wrong I am just curious whats to come like new quests, level editor, or new monsters?

Stephen

Very good question!

I haven't done any more work on Knights since the recent release, but, when I do get started on the next version, I was thinking of working either on the map editor, or perhaps a tutorial mode. But that is not set in stone: if there are other things people want then I'll consider them.

So, question to everyone: what would you like to see prioritized for the next version?

Majora,The Goddess Mocker

TUTORIAL!!! I am sick of trying to tell people how to play >_< and I think the long sword from this topic would  help online http://www.knightsgame.org.uk/forum/index.php?topic=6.0 ) I think

Allotriophagy

How would user-made maps from an editor be integrated to the game? Uploaded per game by the file holder and shared to each player? Or submitted to a central repository, vetted and then served in the game?

Or would people design individual rooms that would be inserted into the generated maps?

Either way, I think more control over the generated maps would be great. It could be in an "advanced setup options" tab. Control over number of "special" rooms, number of metal doors, number of huge/large/small/tiny rooms, that kind of stuff.

I'd also like to see switch-operated metal doors, as opposed to fences! Just to block off shortcuts and force players to use a long way round.

Additionally, more control over the scrolls/potions generated in the game.

Finally, updates in the chat showing what I drank/read and maybe an option for this to be broadcast globally or locally only.

Kester

A pause option, possibly consensual and/or with a time limit.  This would be useful for when real life intrudes on play.

An item/dungeon feature editor.  Specify type, characteristics and upload an image to serve as the tile, with the defaults available to download and edit.

Time sensitive switches.

Dark rooms and lanterns, possibly with area effect, apply lantern to brazier to light permanently, hit with weapon to extinguish.

Okay, I better make this the last one: a companion who will attack opponents and come to find you when you respawn.  "Zombie is my friend!"

No idea if those are workable but I enjoyed coming up with them.

Stephen

Thanks for the responses so far.

I think my question might have been misinterpreted slightly. I was looking for stuff to get done in the next version. Don't get me wrong -- some of the ideas here are very interesting -- but, being realistic, they are not all going to get done in the next release. For example, if I worked on a tutorial then that is quite a big feature so it would probably be the only major new feature in the next version. Alternatively I could do some work on a map editor, but then there would not be time to make a tutorial for the next version. And so on.

So, perhaps I should put the question another way: if you could choose only one thing to be added, what would it be? Or, if you had to rank things in a priority order, what would it be?

Now to respond to some specific points:

Tutorial mode: personally I think this is a high priority, as it would help get new players interested in the game (and we do need to get more players involved). Although, as I said, it is probably quite a lot of work.

For user-created rooms: I was thinking that users would make "room packs" which could then be uploaded to the server (probably after vetting by me, if only to make sure they work properly and don't crash the server and so on). In the game, you would be presented with a list of available room packs, with a check box next to each one so you could turn them on and off individually. (This would probably be on some sort of "advanced settings" tab.) The dungeon generator would then pick randomly (in the usual way) from all the selected rooms.

Regarding more control of the generated maps: This isn't really possible at the moment, it would require some fairly major changes to the dungeon generator, so I probably won't do that for now. I'd rather get the "room packs" working first, I think.

Switch operated metal doors: actually the game already has these :) It's just that there are only about one or two rooms that actually use them, so you don't often see them.

More control over scrolls/potions: interesting, but probably not an immediate priority, I would have thought.

Pause option: yes this is a good idea (and should be fairly quick to do) so I'll see what I can do about that one.

Time sensitive switches, and dark rooms etc: This should probably wait until there is a dungeon editor in place, otherwise there will be no way to design said rooms and import them into the game :)

Companions: an interesting idea, but would need some moderately complex AI so I guess I'll be leaving this one for now. It's an interesting future idea though. It's related to the idea of having "bot" opponents which people have mentioned before. (In fact, if you have "team" games plus a couple of bots playing on your team, then you basically have the "companions" idea right there...)

That reminds me: no-one has mentioned team games yet. How much of a priority do we think this is, compared to the other things that have been mentioned in this thread?

Allotriophagy

For the reasons you give, which I agree with, a tutorial mode has to be the priority for the next patch.

Teams are a great idea but the current mission options/game types don't lend themselves too well to it. Time for zombie invasion I think! Fight, with your team mates, through the maze CRAMMED with zombies to retrieve a gem each from the middle before the other teams do! Then escape via the guarded exit!

Kester

Yay to tutorials.  I think some word of mouth marketing would make a good second arm to the recruitment campaign.  Here's a Facebook group to get things going.

http://www.facebook.com/pages/Knights/224701375399

Kester

If we do see team games in the future, there's not many beneficial things you can do for your teammates besides not killing them, or direct them to the spare wand you found.  Can anyone think their way round that?

And, I know how ugly it is to spend all my time composing fiddly little wish lists for future developments but I would just like to say:

Metal chests would be ace.

That's it.  I won't do it again.

Allotriophagy

Quote from: Kester on December 08, 2009, 07:59:27 PM
If we do see team games in the future, there's not many beneficial things you can do for your teammates besides not killing them, or direct them to the spare wand you found.  Can anyone think their way round that?

In-game mailbox where you can send items to a team mate, tied to a bat.

Kronic

Any chance of a Wand of Dispel Magic - same as the scroll, gets rid of invisibility/super/invincibility etc. ?

Allotriophagy

Quote from: Kronic on December 08, 2009, 10:41:01 PM
Any chance of a Wand of Dispel Magic - same as the scroll, gets rid of invisibility/super/invincibility etc. ?

That's a bit specific! Maybe it could be a scroll effect?

Kronic

Wand of Scroll Effect.....

Reminds me a bit of the "Wand of Wonder" from old D&D. xD

Could be pretty funny though - can randomly buff OR debuff; a technically team item? :P

K9

#13
I'm really having a great time reading the brilliant ideas in this forum.  This is very good work, having the board in place, Stephen.  Wow, the thoughts are flowing and if I could just spend as much time playing the game as I am reading the posts, <Facetious says> that would be very cool too.

The next feature I want to see in the game (or server rather) is an email notification (configurable, with obvious spam control, privacy, time limit or user volume activation options) that will basically send an email to address of my choosing (including my cell phone text email address), that will allow me to know when certain number of people are on site (any/all servers) and/or anyone for certain number of minutes - which will probably tempt me to jump online when I might not normally be there.  There were a few ideas bounced around on the original blog, hopefully this is new spin on the subject.  I think this is relatively easy mod to the server, but will take some work with auto-authenticating email addresses to avoid abuse.  That is my top recommendation of 1 new item I would like to see on the next release.  Thank you.

I'm not sure that an all out game play tutorial is best use of time, unless it's an easy option to code.  Here's my suggestion, basically show in-game hints and set up easy context sensitive help on chat screen for newbies that have that option turned on.  When they are playing the game they get tips associated with their inventory (or lack there of..), room contents, proximity on map to certain items (this feature can be limited to a newbie only game mode).  Almost all text is in your manual, just show in chat window per in-game variables (relatively simple).  More complex, show reference numbers on the rooms in minimap and current screen - if you have time to kill.  However, if you suggest to a newbie, go find the book in room #1, obviously everybody should have that ability at the same time, so newbie game mode may be better than individual user mode.

My last note on the subject, before the multiplayer version was written (thus requiring my #1 suggestion above), my former #1 request is an option to control number of pentagrams in the dungeon the same way number of stuff is implemented in the settings screen.  ;D

PS.. Thank you Kester for Facebook outreach..!
PSS.. Wand of Wonder, great idea..!
PSSS..  Who put that stupid cialis advert on your Knights forum, it should meet the wand of destruction with all entry points secured.

Stephen

Thank you K9 for some good ideas there.

I like the email notification system idea. It shouldn't need any changes to Knights itself (either server or client), it could be set up as an independent script which just polls http://www.knightsgame.org.uk/server_list.php at regular intervals and then sends out emails once the number of players goes above a threshold.

I also take your point about the tutorial. Actually, thinking about it, a separate tutorial would probably require new room maps to be made for it, and therefore would depend on having a working map editor first. The "in game help" mode sounds much easier to do. I think I'll look into doing that for the next release, and maybe a dedicated tutorial could be left for some future version (if done at all).