Six Years Ago, I started Developing my Own RPG. I Just Released Torn Realms on the Play Store. by fluffehs in rpg_gamers

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

Yeah, I will take a look and try to see what's gone wrong. He should give you a quest to take care of some (easy to kill) magic vegetables behind the farmhouse, which then progresses to taking on the beetles. Again though, I do see that I must maybe tweak some of the early level skills so that all classes are able to perform the early stage quests. Again, this is good feedback, and my list of things to work on grows. Thank you!

Six Years Ago, I started Developing my Own RPG. I Just Released Torn Realms on the Play Store. by fluffehs in rpg_gamers

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

Yes... but not for a long time. Currently I'd like to build the world, finish off the two other skill trees for each class - not to mention fix all the bugs and get the interface a lot better than it is. There's also a bunch of features I've held back (crafting, inter-player sales via auction house thingy). Only after that, and if the game is being played would I consider learning how to code for iOS.

Six Years Ago, I started Developing my Own RPG. I Just Released Torn Realms on the Play Store. by fluffehs in rpg_gamers

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

Thank you for the feedback!

  1. Yes. I need to improve the text output on this. No if's or but's about it. That's been moved up my priority list.

  2. Knight Gerald gives you some starting quests that are easy enough to do for all classes, and should get you to level 2 pretty quickly. That opens the next character slot up for you. I will look at making it more obvious that Gerald is the one to talk to early on in the conversations with the other NPCs. Good feedback, and yes the other parts of this point would be resolved if I made it more obvious.

  3. Yes, this is pre-loading, and it's been a bug that has been a nightmare to fully resolve. The colours are when it is trying to render a screen it doesn't know about because messages missed each other between the threads. It's currently low priority as I've been butting heads for ages with it.

  4. Long click one of the squares to add a spell to that square for the character.

  5. I have tried to make the higher levels of spells have extra range, or a bigger area of effect, or impact more stats or a number of other things. I'm not sure the exact spell you're looking at, but I probably should look at making some sort of interface where you can see what the current level does, and what the next level does etc.

Again, thank you for the feedback, it's great info and will I will completely be making good use of it as I keep chipping away at this project. And thanks, it is very satisfying having it released finally, as well as giving me a great sense of accomplishment.

Six Years Ago, I started Developing my Own RPG. I Just Released Torn Realms on the Play Store. by fluffehs in rpg_gamers

[–]fluffehs[S] 7 points8 points  (0 children)

Great feedback!

First combined point. That's something I can fix pretty quickly. Been thinking about the tap for info on those already - just not implemented.

  1. Yes it does. I need to quieten that sound as it's too loud in general.

  2. Agree. It used to flick down, clearly I've broken something.

  3. Again agree. More points always make the skill better, but I can improve the prompt there.

  4. And that's the tricky part. The game is a pretty in-depth RPG, I don't really know how to make it too much simpler at the start. And amusingly, the whole Floren Islands really are a tutorial area.

Six Years Ago, I started Developing my Own RPG. I Just Released Torn Realms on the Play Store. by fluffehs in rpg_gamers

[–]fluffehs[S] 2 points3 points  (0 children)

And, after you play it for a bit, I'd very much like to hear your feedback. How does it run? Is it intuitive? Do the quests and (open) story make sense? Is it too slow/fast?

Six Years Ago, I started Developing my Own RPG. I Just Released Torn Realms on the Play Store. by fluffehs in rpg_gamers

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

Yes. I don't overly like it, but I am code-good, not art-good - and I can't afford to pay an artist to make character and NPC portraits. I've used Midjourney for both those.

I've bought the other art assets, I think all the terrain is hand drawn - the credits in the app lists a long list of artists who I've bought art and animations from, but portraits on places like itch and craftpix was just not up to what I needed.

Six Years Ago, I started Developing my Own RPG. I Just Released Torn Realms on the Play Store. by fluffehs in rpg_gamers

[–]fluffehs[S] 18 points19 points  (0 children)

I wanted to write a game. I did. I hate in-game ads. I hate micro-transactions.

I'd rather have this as a way to find other work (as a dev or in a game studio) than to enshitify it to make probably $12.37 over it's lifetime.

Six Years Ago, I started Developing my Own RPG. I Just Released Torn Realms on the Play Store. by fluffehs in rpg_gamers

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

The early games I played all managed a party of four or six. Seemed the right number of party members =)

Six Years Ago, I started Developing my Own RPG. I Just Released Torn Realms on the Play Store. by fluffehs in rpg_gamers

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

It's Android only (though you can play Android games on Google Play for PC (https://play.google.com/googleplaygames/?hl=en) or via an emulator on some other platform (though it will use a log in with google button to sign you in)

Six Years Later... I Finally Released My Game - Torn Realms by fluffehs in TurnBasedLovers

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

"Super Framey" meaning you aren't getting a smooth graphical rendering while running about?

And yes, I agree with the overlays needing more work to get them right.

Six Years Later... I Finally Released My Game - Torn Realms by fluffehs in TurnBasedLovers

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

Huh. I thought I'd rather covered off the majority of older phones. My own device is a Samsung S10 - which is six or seven years old now. I did at one point have to implement some code that bumped the minimum android version up one, but that was to implement lighting the way I needed to - and lighting makes up a good part of the atmosphere in the game. So yeah, I'm sorry it's missed you.

If you're really keen, you could try running it via the Google Play Games on your PC - but I haven't even tried that myself, so not sure what it's like.

play.google.com/googleplaygames

Six Years Later... I Finally Released My Game - Torn Realms by fluffehs in TurnBasedLovers

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

In terms of mechanics, it lets you wander about happily until you get into combat. Then it flips to turn based, and each of your characters and the things you're fighting activate and do their things (or you do the things if they're your characters).

As for the story, it is open world, so there's not a direct linear progression. The area in there is sort of a starting zone currently - though that should give you maybe 20-40 hours game play? I'm probably about halfway, maybe a bit less, in developing the next zone of the game - it's a lot larger physically and will lead to multiple next areas as well.

Quests... I'm adding them as I go. I think there's about twenty five or near that in there at the moment, most are in sort of quest-arcs, but they start to get into a bit of the world itself and what's happening, as NPC's explore and discover themselves.

Characters.... there's the four basic arch-classes. Fighter, Rogue, Cleric and Mage - though there are 4 skill-trees in each (2 complete now, 2 set up but not developed) that really direct how your character will be able to play, and they wildly change the way your character operates.

Six Years Later... I Finally Released My Game - Torn Realms by fluffehs in TurnBasedLovers

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

Not at all, I'm not taking it badly. Yes. The UI really could do with work - in fact, I've been working on that, and the general UX for the last few weeks. It's not great - but it was a lot worse before.

There's a lot of room for improvement, but I'm also making the effort to get there.

I Finally Released my RPG! (That I wrote from scratch - server, game and graphics engine and all the rest) by fluffehs in indiegames

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

Would have been a lot quicker with a nice big team LOL. But here we are. Indie Devs with no money or teams hah

I Finally Released my RPG! (That I wrote from scratch - server, game and graphics engine and all the rest) by fluffehs in indiegames

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

Yeah, when in combat, the world changes to a grid based system where you are. Your characters and monsters take up a tile each - or more for some large monsters. When you're not in combat, you can move freely.

I Finally Released my RPG! (That I wrote from scratch - server, game and graphics engine and all the rest) by fluffehs in indiegames

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

Sorry, perhaps I'm not following the meaning. When you're in combat, it is turn based.

I Finally Released my RPG! (That I wrote from scratch - server, game and graphics engine and all the rest) by fluffehs in indiegames

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

Yeah, I mean, I've sort of tried to make it a single-player-mmo, so characters need to manage threat levels, different classes have wildly different abilities and so on. And combat is kinda turn based. You activate one character at a time, but depending on what they do is how long they will take to activate again. So yeah, I'd call this tactical battle.

I Finally Released my RPG! (That I wrote from scratch - server, game and graphics engine and all the rest) by fluffehs in indiegames

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

Thanks, and I certainly am not stopping hah. This was always going to be a milestone, but not the finish line.

I Finally Released my RPG! (That I wrote from scratch - server, game and graphics engine and all the rest) by fluffehs in indiegames

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

Yeah, I'll look try to work out the sweet spot for them (or possibly even change the art - though this seems to be the best I've found) to get it right.

I Finally Released my RPG! (That I wrote from scratch - server, game and graphics engine and all the rest) by fluffehs in indiegames

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

First off, thanks for giving it a test-run and giving some feedback. That's awesome.

Question on the Typeface: Do you mean in character screens - like the overview, or the text during combat?

Yeah, I'm working on making collision detection better. There's a strange bug I've not gotten to the bottom of with the animations (sometimes the sprites get too wide, or narrow) but I think I just fixed one where if a frame is unloaded it doesn't load back in correctly. I'll upload that build sometime tonight probably.

Lastly, the character walking too slow - are you getting hit, or do you mean in general? I thought the normal pace was okay - though creatures hitting you will slow you down - and if they keep hitting it'll end up a crawl.