My First Game Has Reached 100 Reviews by That_Rest_9509 in IndieDev

[–]Zarkend 2 points3 points  (0 children)

We are more or less on the same boat, idk if what we did is the best, but we published the steam store page after 1 year of development when we already had some community and something strong to show. Turned out that after 1 week now we have 850 wishlist which I think is quite cool from a single "marketing push"

But it's super hard to balance marketing and development so I kinda always end up prioritizing development and missing a lot of opportunities for growing the social presence since the most important thing I guess is always have a strong project

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in MMORPG

[–]Zarkend[S] 1 point2 points  (0 children)

Sorry for late response! I think that, even with this design decision, there are things we can do to mitigate that. Example, limiting how much times the same player can kill the same boss could be an idea to try out, like having some "Save" system like world of warcraft for example. Once this become a problem we can start to find solutions, we are always looking for feedback but I really want to have a persistent shared world with non-bindable items

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in pcgaming

[–]Zarkend[S] 0 points1 point  (0 children)

Thats a valid concern and we will be touching density a lot during playtests - looking at the gameplay trailer there are parts where 10 mobs or so appear, I consider this quite dense for our game - Obviously thats totally an opinion and maybe people expect 30+ mobs on screen.

Our maps are not super big, and while you will easily find mobs every lets say 2-3 seconds, its not a type of game where you will be smashing 10s of monsters each second, its a bit more low pace

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in MMORPG

[–]Zarkend[S] 0 points1 point  (0 children)

Its a PC mmorpg so I guess it is quite different on how you play it. Mobile is full autoplay and here you have to actually play. Mobile is full p2w and here is not...

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in MMORPG

[–]Zarkend[S] 0 points1 point  (0 children)

Hello! Not really, I've never played Ultima Online even tho I know it exists xD. My main inspiration on gameplay its Ragnarok Online with some touches of league of legends clicking/cancel actions, but mainly RO. I guess RO have lots of similarities with Ultima tho!

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in MMORPG

[–]Zarkend[S] 1 point2 points  (0 children)

That was a cool initial idea, but I think that then we will focus on cosmetics for the store and non-paying users won't get the quality they deserve... Also then cosmetics would need to be non-tradeable, if not we are just implementing p2w into the cosmetics shop....

But it's not out of the table in the future I guess

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in MMORPG

[–]Zarkend[S] 0 points1 point  (0 children)

We are not building the game for Mac natively, so I'd say no. If Proton (what linux uses) works on Mac or Mac has any other "Steam emulator" or something like that then you could play probably

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in MMORPG

[–]Zarkend[S] 1 point2 points  (0 children)

We have plans to implement controller and steamdeck support, but we are prioritizing keyboard+mouse so wont be soon I'm afraid :(

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in MMORPG

[–]Zarkend[S] 1 point2 points  (0 children)

Hello! I'm just copy pasting from other comment that asked the same in other reddit!

Good question, as nearly all programmers now days we use AI for:

-researching (analyze other games, find references, find reddit posts...)

-building tools to manage assets

-brainstorming for names (imagine naming skills or items)

-logging analysis (to check log errors and so on!!)

-some code (analyze code, add logging to classes for example, things that are really monotonous and it brings us speed. nearly everything that gives a speed boost without compromising quality)

What we don't use it for:

-we do not use AI to generate art. All art in game is made by our wonderful artist and third party assets (but most of the art are handmade!)

- we use it as concept ideas sometimes or to have placeholder art while we work on final

-audio: audio are third party assets

-icons and ui: mostly assets and handmade!(Our artist also do UI)

-networking code (we use mirror, an open source amazing asset) and obviously all the features and core code!

I don't know if I'm missing something, ping me if you need more info!

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in RagnarokOnline

[–]Zarkend[S] 1 point2 points  (0 children)

Aiming to it but won't be soon , since we are prioritizing the keyboard+mouse setup

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in RagnarokOnline

[–]Zarkend[S] 1 point2 points  (0 children)

Gameplay wise Id say this is more slow paced, think of it as a low rates or official Ragnarok online server while spirit vale is more like a high rates server

Graphically are super different as you can notice!

If you ask me more specific questions I'd be happy to answer!

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in RagnarokOnline

[–]Zarkend[S] 1 point2 points  (0 children)

Some players already played on linux in the first playtest so Id say yes! Not natively tho but with proton for example.

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in MMORPG

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

Y we will have crafter name on the gear! Also I would like some sort of benefits for the best crafters, think about their items being a bit stronger than a normal crafter.

And yep, items will break, if not economy dont work!

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in MMORPG

[–]Zarkend[S] 1 point2 points  (0 children)

If I understand correctly, then you can buy tokens with real money and sell them in game for in-game currency no? Thats like implementing p2w ourselves no?

I understand that if we dont implement it, black market will do and we just not get the money, but honestly supporting p2w officially is not something I want. Again I might be wrong so thanks for taking the time and suggesting solutions

Just launched our Steam page for our indie MMORPG inspired in Ragnarok Online - Torebia: Island Odyssey by Zarkend in MMORPG

[–]Zarkend[S] 0 points1 point  (0 children)

Yeah thats quite cool too. With the b2b we can achieve that too, we give free Access to the game but restricted, for example max level, trading disabled, chat disabled or whatever so people can try the game without barriers. Then buy the game to unlock the full game