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 Subject :Some requests:.. 06-03-2012 19:39:15 
FDWojo
Dungeon Dweller
Joined: 06-03-2012 18:03:12
Posts: 8
Location: Arizona, USA

I've been using the full version of Deadly Dungeons for a while now, and most of how it works has been fine for me. However, I have some suggestions, if I may:

Could you swap the location of the SAVE and the SAVE AND EXIT buttons? I almost never do the SAVE AND EXIT. Putting it in the main menu means I have to go through the secondary MORE menu to get to the SAVE (and keep playing) button. If I understand the previous posts at this forum, you originally only had the SAVE AND EXIT option and then, later, you added the SAVE option on the MORE menu. Considering that saving your game is so important, having easier access to the SAVE button would help.

And on a related note, I was under the impression that the game would only save when you told it to. In looking thru the game for my next comment, I had saved the game on level 12, then walked back all the way to level 5. Having learned what I wanted, I figured I'd just LOAD LAST SAVE, but it left me where I was, on level 5. Does the game do some kind of AUTOSAVE when entering a level?

Next, because we need to find ZEBO to sell stuff to (and buy other stuff), it can be a bit of a pain to go all the way back to him. When you are going back up a level, could you have a YES/NO link asking if you want to go back to the nearest level that he is on? I know in a previous post that you mentioned he's on every 4th level. However, at level 10 he says he can't go any lower because it scares him. I'm only at level 12 now and I'm not looking forward to having to climb up and down a whole lot of levels to find him when I need him. ZEBO is on levels 1, 5, and 10 (so far). When ever I move on to the next level, and then come back through it again, there are (almost?) never any monsters left behind. In that case, there's no real reason to make us walk all the way back through any previous levels to find ZEBO since there won't be any threats along the way. (Does that mean that you should have each level slowly re-populate itself with it's "normal" creatures (and not the bosses)?) I realize that there is no actual time in the game other than for how fast you might heal or shake off a curse/disease. Still, time could be measured in how many levels you have moved from the level in question. For example, you could have it that for each level you move, 25% of the creatures re-populate, thus moving 4 levels away would fully repopulate a level (not the bosses or unique creatures, though).

For beginning players, could you possibly have some prepared characters of each of the 4 or more class(less) types: Fighter, Ranger, Wizard, Rogue, Cleric, Paladin, etc.? That way a person can just choose a default to get started instead of getting confused over the options each type requires. Or if not this, then perhaps an in-game help file that would explain the more helpful and less helpful stats/skills for each type.

By the way, is level 7 (The Temple) supposed to be so small? It looks like about a third of the map (around the edges) is missing/unmapped? Is there a way to get through the door at the bottom of the map?

Lastly, what is the purpose of the DATE OF BIRTH entry on our forum profile pages? It seems to tie closely to our REGISTERED DATE but isn't a close match because it is a few minutes different. I've tried to change mine, but when I SUBMIT, it just displays the profile page again without the changes.

FDWojo

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Last Edited On: 06-03-2012 19:54:30 By FDWojo for the Reason
Deadly Dungeons 2.0.3 - Motorola XOOM Tablet - Stock Honeycomb 3.2 - 1 GB System RAM - 2x32 GB Storage
 Subject :Re:Some requests:.. 11-03-2012 23:37:19 
codezombie
Zombie Programmer
Joined: 14-06-2010 21:54:27
Posts: 345
Location

The next update will switch 'Save And Quit' and 'Save'.

There is autosaving when you go from level to level.  One reason I do this is to save the state of the level when you leave it.

I really should attempt to spawn back some creatures when I see that less than 25% exist on the level.  I'll see about doing this in a future update.

I will likely need a wiki for this game at some point.  I've tried to make it as easy as possible to pick up and play.  Though, a wiki is always helpful so people don't have to learn the game by trial and error.

Level 7 is suppose to be that small.  It is kind of a minor boss level.  The sealed door is the entrance of the temple from the outside.  It cannot be opened.

The date of birth entry has no purpose.  It is just something that is there by default for ccBoard which is what this website uses.

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 Subject :Re:Some requests:.. 13-03-2012 19:00:47 
FDWojo
Dungeon Dweller
Joined: 06-03-2012 18:03:12
Posts: 8
Location: Arizona, USA

With regard to repopulating, do you intend to only spawn back creatures when we re-enter a level? Or do you mean that if we clean out a level and then wander around on that level without leaving, the creatures will re-spawn?

As for autosaving, would it break the game if your auto-saves DIDN'T overwrite our own manual saves?

I'm really going to be looking forward to that Wiki!

Thanks for all the info about the upcoming enhancements.

FDWojo

P.S. When did you remove the demo version of the game? I'm assuming that only the full (paid for) version is all that is available...

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Last Edited On: 13-03-2012 19:05:55 By FDWojo for the Reason
Deadly Dungeons 2.0.3 - Motorola XOOM Tablet - Stock Honeycomb 3.2 - 1 GB System RAM - 2x32 GB Storage
 Subject :Re:Some requests:.. 13-03-2012 19:12:19 
codezombie
Zombie Programmer
Joined: 14-06-2010 21:54:27
Posts: 345
Location

I would probably spawn back some creatures when you reenter the level.  Only on randomly generated levels though.  I'll test to see what the creature count is.  If it is below a certain amount, I'll add in a couple creatures.

Unfortunately, it would break the game if I didn't save the levels when going from one to the other.  To make it work as you suggest, I would need to keep some temporary level data while playing the game, and delete that data when a save is loaded.  I can do it.  It just takes a little time.

Some people might want the autosaving too.  Some people forget to save and may end up losing a great deal of progress if they die.  I think a feature like that should be some sort of toggle option where you can turn autosaving on and off.

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 Subject :Re:Some requests:.. 13-03-2012 19:28:17 
FDWojo
Dungeon Dweller
Joined: 06-03-2012 18:03:12
Posts: 8
Location: Arizona, USA

I like the idea of the toggle. Yes, I'm sure that the default would be on. And you could even give a warning about the end of the world if you turn it off, too. However, there are times when I'm just needing to go to different levels to check on something without changing the game. That way, I can easily jump back when I'm done looking. It can be a bit frustrating if it has autosaved on every level. Let me (on occasion) turn off the autosave if I choose and leave it up to me if I screw up and forget to turn it back on.

Here's a thought. Whenever you select LOAD LAST SAVE, just automatically toggle the AutoSave back on. That way, you can turn AutoSave off, go looking around at something on a previous level(s), and then jump back to where you were with your seatbelt back on automatically (autosave re-enabled).

Also, since I'm sure you have to be concerned about this, I can't think of any way you can hack the game that way or take advantage of it, but you've been doing this longer than I have and you might possibly see ways where someone could exploit it somehow.

FDWojo

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Last Edited On: 13-03-2012 19:31:39 By FDWojo for the Reason
Deadly Dungeons 2.0.3 - Motorola XOOM Tablet - Stock Honeycomb 3.2 - 1 GB System RAM - 2x32 GB Storage
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