I will also add some further constructive criticism in regards to your game picking up on some points that Syn missed.
In your newbie zone, the formatting of desc's is pretty bad, there seems to be carriage returns after each sentence. One sentence paragraphs is poor form and awfully hard to read. There seems to be no logical flow through the newbie zone and no standardized use of colour, for instance going north from the start room takes you into some help type rooms then east and west of those are totally random elements that dont seem to make sense, the use of colour in the help rooms is distracting as is the explanation commands that dont exist like chatting and newbie.
The name SERMON has religious overtones, but the game theme seems to have nothing to do with religion. I wanted to throw rocks at mormons, punch JW's in the face and be able to kick budists in the balls, all the while being indoctrinated by various religious themes, and not have to swim through mountains of Juice Boxes that seem to liter the ground.
Starting areas lay the foundation for what is to come, they should introduce you to basic elements of the game and start you on a journey into the story. Anything that does not belong, should be thrown out. I noticed that there are 100's of zones your not using, delete them, all of them and only present content from your story. Also, re-configuring an existing stock area is poor form and not the best way to present your original content, starting in a game called Sermon with sub-issue gear made by merc industries is bad. If merc industries are not part of your story and world, delete them, also that same applies to Thoth and any of the other ROT gods, if they do not belong in your story, remove them.
In another thread you have asked about the meanings of Alpha and Beta releases, on the scale of things your about pre pre alpha, forget about players right now and for a good time time to come, concentrate on getting rid of all existing content that has no bearing on your game, and then start to present your content in a cohesive and logical fashion.
Design is where you either sink or fail, the more time you spend working out how your going to present game content to players the better off you will be in the long run. Adding 30 races is possibly not a good option either, as this in itself creates many headaches with how to incorporate enough content to make their existence worth while. The same can be said for classes, it does not take long before every class and race becomes just a copy of some other one you have.
8 to 10 classes and races IMO should the the upper limit you should have initially, later on as the game matures you can added others, but supporting more than that initially is going to be a huge undertaking.
One last thing, as you add something to the game, add in the help files for those straight away, this will save you a lot of work doing something that is totally boring and will help to those who stop by and play a little from time to time to understand what is going on with the game and how things fit into the story.
The Fury.
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