Hard choice, but I’ll go with Adventure. I can make a point-and-click adventure without fighting, but it’s hard to have a fighting adventure without conversations, items, etc.
I agree with Beager. Having a more in-depth screenplay and creating items will enhance a game tremendously. If you create the items before it will build the fighting aspect of the game better as well because you can have better weapons or items for the enemy to drop.
I’m currently writing a ‘roadmap’ that lists all future functionality. This will give a more detailed view on which features will be included in the ‘action’ and ‘adventure’ releases. It might influence your choice of which one you want first.
Honestly? Action. You can be more creative, add more things for Action. Its a larger job than Adventure, but a lot more fruitful. I can foresee magic,, spells and effects and overall monster slaying. It will make this look a lot more complete even if its not. Adventure means that we are still limited to only one thing. If we are limited like this (just talking and/or being given choices) it will seem more drab than if we get a taste of everything else. But, as long as you work on something, life is good!
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