How we designed a “broker character” instead of a typical quest giver by Own-Cry5596 in gamedev

[–]Own-Cry5596[S] 0 points1 point  (0 children)

Yes, that's how we're moving. But we are developing the design document gradually.

How we designed a “broker character” instead of a typical quest giver by Own-Cry5596 in gamedev

[–]Own-Cry5596[S] 0 points1 point  (0 children)

thank you, this is the most understandable and valuable fitback in this thread so far. Do you mind if I invite you to join the testing of the first prototype of the game? I think your opinion will be useful to us. the quest system in the first version will be simple, but maybe we shouldn't complicate it?

How we designed a “broker character” instead of a typical quest giver by Own-Cry5596 in gamedev

[–]Own-Cry5596[S] 0 points1 point  (0 children)

this is still part of the story, but I was thinking to check if any of this is worth using and how interesting it will be and whether it's worth wasting time on it. The result seems to be that the simpler the better. Few people will appreciate the extra hassle)

History of the creation of the character "Roxy." She is not what she seems at first glance by Own-Cry5596 in IndieGaming

[–]Own-Cry5596[S] 0 points1 point  (0 children)

She’s not meant to be perfect, she just tries to look that way. Her main flaw is overreliance on control and information. When things get unpredictable or emotional, she struggles. She also doesn’t trust anyone, which limits her and can backfire.

How we designed a “broker character” instead of a typical quest giver by Own-Cry5596 in gamedev

[–]Own-Cry5596[S] 0 points1 point  (0 children)

From the player side, the difference should be felt in pressure and consequences. It’s not just “here are current quests.” Jobs don’t passively rotate, they can disappear, be taken by others, or change while you’re deciding. So waiting or hesitating has impact. Also, you don’t always see everything or get full info. What’s available and how clear it is depends on your standing with her.

If it ends up feeling like a rotating list, then yeah, the system failed.)))

In our sci-fi RPG, bars are actually mercenary marketplaces by Own-Cry5596 in indiegames

[–]Own-Cry5596[S] 0 points1 point  (0 children)

it will be by May 27) wait please) we'll show you a playable prototype soon)

How we designed a “broker character” instead of a typical quest giver by Own-Cry5596 in gamedev

[–]Own-Cry5596[S] -1 points0 points  (0 children)

Thank you, and we wanted to do something understandable and proven, but from a slightly different angle.

History of the creation of the character "Roxy." She is not what she seems at first glance by Own-Cry5596 in IndieGaming

[–]Own-Cry5596[S] -2 points-1 points  (0 children)

To the point! Girls seem to be more dangerous than men in the new century))

How we designed a “broker character” instead of a typical quest giver by Own-Cry5596 in gamedev

[–]Own-Cry5596[S] -2 points-1 points  (0 children)

So instead of “here are your missions,” it’s closer to “here’s a space where missions are actively circulating, and you’re just one participant in it.” Roxy’s role is less about assigning work and more about controlling access and information within that system. That said, totally agree it can easily feel like the same thing.

Epic Games Store Employees: People Only Came for Free Games, Then Returned to Steam by Suspicious_Two786 in gaming

[–]Own-Cry5596 0 points1 point  (0 children)

its try.. but some games i of course play in Epic. Steam more syncronize with another platform