Thoughts on Canis/Felis skulls unlocking the Canis/Felis...
May 15, 2018 6:16:13 GMT
Post by wes1234 on May 15, 2018 6:16:13 GMT
I realize that what I'm about to say may or may not come across the way I intend. Rest assured, though, I only mean the following as a suggestion and will do my best to elaborate on it in a constructive manner. I know that creating a game is a tall order and not something to be underestimated, and as such I have a high degree of respect for those ambitious enough to undertake such an endeavor. Now then, with that all now out of the way...
I discovered this game a couple days ago while desperately searching for a half-decent game to play as a wolf with a decent model to look at (because I love wolves, of course lol). Got lucky in finding an old download link somewhere for v1.9.0. I was already aware that I'd have to find the canis skull to fulfill my "wolfy" dreams, so I looked up a video of how to do it. I was glad it was easy do with help from the video showing me how to get to it, but what struck me was just how boring and out-of-the-way it was to reach. I don't agree with the current way canis and felis characters are unlocked via finding and sniffing skulls in the caves that basically just make you trot for a fair while, and that's assuming you don't somehow clip into the walls and get stuck (didn't encounter this when getting the canis skull, but it did happen when I went for the felis skull). To be honest, given the current state the game is in, I don't feel that the locks are necessary to begin with considering this game is still alpha. I understand the need to create a sense of progression, but the way to unlock them is not at all fun right now. if anything, a fair handful of new players trying the game for the first time may turn away because of this. Most of them won't bother looking up a video of how to get the skulls, and without the video, people just won't be able to find it, get frustrated, and then give up and leave. Yes, they COULD as a player currently in-game to help them, and with a little luck, that kind-hearted player may indeed help them (which I did indeed do for someone today ). That being said, it was still boring and a bit long to do, and I'd rather have continued to RP during that time. It's more-so a really annoying inconvenience for new players and is unnecessary for people coming to CS for the first time to try it out to experience (especially if they get stuck in the darned walls).
Now don't misunderstand me here. I'm not saying that it's wrong to want to create a sense of progression and/or a create a desire to explore. Quite the contrary, a way to unlock them down the road could be beneficial if implemented properly. I'm just saying that right now, given the lack of anything else meaningful to do in-game at the moment, let the main focus be RPs while progression systems and maps are still being developed. If you still want to entice exploring via the skulls to unlock canis and felix characters, place them in Tombet somewhere (assuming it's the default starter zone) instead of making new players either glitch-climb up a cliff (me because that's what the video showed lol) or go through multiple zones just to make them walk a long ways in a buggy cave just for the skulls. Entice them, but don't frustrate them. Ideally, I'd remove the locks entirely for the time being if it were up to me until something better and more exciting is set up in the future, which brings me to my next suggestion...
I don't know what you have planned as far as specific game mechanics are concerned. Whether you have a small bit of an idea or a grand plan, though, I highly recommend letting the story/plot of the game influence how you carry our some of said mechanics. Map creation especially can benefit a lot from this, as a story needs a good environment just as much as it needs good characters to deliver on a story. This is really a whole different territory, so I won't go crazy here, but in regards to unlocking canis, felis, and other creatures, you could really use the story to your advantage here to make the journey of acquiring them much more enjoyable as opposed to feeling like a long boring tunnel with candy at the end. One example could be that as some point early-ish in the story, the main character (you) has to help out and/or rescue out a canis in trouble, or perhaps help them with a series of troubles, and at the end of it all, he/she shows their appreciation by joining you on your journeys and teach you the ways of the canis, thereby unlocking canis character creation. Another more complex example could be that the main character is a shapeshifter of some sort that that seeks out the blessings of various animal spirits to borrow their power in his/her journey, but he/she must prove their worthiness in various ways, either by combat, assistance with specific tasks relating that animal's skill-set, or even simply honoring and/or paying their respects at a fallen animal spirit's resting place. Once these are done, the shapeshifter is granted the spirit's blessing and is now able to use that form, unlocking canis character creation in the multiplayer world. There's really so many ways this could be done in an engaging way that provides that sense of progression that makes the whole process from A to Z enjoyable and worthwhile beyond just the reward itself. If you want to use caves for some of the more interesting or legendary creatures, you could very much utilize the caves as a sort of underground ruin with interactive puzzles with hints sprinkled throughout the ruins detailing what occurred there to cause said ruins. Perhaps the skull in question which these puzzle-filled ruins are protecting is in fact a dangerous power or spirit that it's creators didn't want falling into the wrong hands. No matter how you approach this, make the entire process, both the gameplay and the story, of reaching it engaging. Heck, the the story itself is even capable of doing most of the heavy lifting itself if it's interesting enough and connects to the player on an emotional level. If you can establish that connection with the player, especially on that emotional level, you'll find that players will GLADLY go through those extra hoops to get that coveted brain candy at the end of that tunnel, and they'll be happy for it, not feeling inconvenienced by it.
But maybe your story just hasn't reached that kind of level yet. Fret not. Good stories aren't written overnight. Don't rush into it. CS already seems to a little bit of lore behind it based on what's on the website and what I've seen on the loading screens. Build off of that even further, and let those ideas influence your game mechanics. The flip-side can work, too; you can let the game mechanics influence the story. I'm no game-developer, but I am a sucker for well-thought-out and well-presented stories. I don't feel game mechanics differ much from a story, really. In the case of a game, both can help each other. Take advantage of it.
I feel like CS is in a position where it can't progress much more if these things aren't taken into account. You've got a basic map with highly customizable player characters (love that, BTW!) that have basic movements, emotes, and that's about it. Right now, I feel it's too early to push progression systems onto us players yet (like the skulls). However, it's a pivotal time consider both story and mechanics. I know you're not seeking to create the next AAA game, and that's fine, but I still want to see this game grow and succeed, as I feel it has some serious potential that can really shine through if these things are considered and executed right. What's more, CS is currently a gathering ground for RPers, and what do RPers do? RP of course, which on its own can create its own interesting stories as well. Who knows, maybe some detail-oriented RPer will spawn a new idea that may lead to a story/plot/universe that may even be superior to CS's current lore. Or maybe the shenanigans of what went down in one RP with a lot of people will spawn something in that creative mind of yours as well. The best stories are most often a collaboration between multiple people bouncing ideas off of each other, and RPing is LITERALLY that in so many ways. One could say that we are all literally mini-story writers. You've said that you want to involve the community to be involved in the game's development. What better way to do that than to present your current lore to the community, encourage their input, and most fun of all, encourage lore-based RPs (not to be confused with restricting to, because that'd just be silly and unreasonable afterall).
I guess to summarize this whole gargantuan wall-of-text, I'm simply asking you to put progression systems and map exploration on the back-burner for the time being and instead focus on brainstorming ideas for the lore and the game mechanics before going any further. Give us RPers, especially newcomers, the tools to contribute to the story (and in turn the game) without making us jump through "hidden" hoops. Many animal lovers have a special affinity for cats and dogs, after all. It'd be a shame to unknowingly turn away a potentially valuable idea contributor simply because what they want to play as is locked. Even just knowing what the story is truly going to be could really propel CS's development ten-fold, and in a higher quality fashion, everything from mechanics, to progression, to the story itself. With an established story, many more things can become clear in the game itself, and little details like shrines and such can be given meaning as opposed to just being data sitting there to look somewhat pretty, which can in turn inspire considering greater detail and history behind what the shrine pertains to. It's a snowball effect, and it can be used a driving force in shaping/reshaping this game.
And with all of that having been said and many hours of key pressing later, I must now apologize for this FRIGGEN RIDICULOUS wall-of-text I just slapped in everyone's faces. If you've made it this face, I hope your eyes are still intact and that I haven't caused those tiny eyeball blood vessels to burst from the ludicrous torment which I have subjected them to. I know it feels silly to read about something that is seemingly small like this, but with CS about to make an appearance on Steam, I felt it necessary to get this out there. We'll be getting more people coming in blind as opposed to semi-informed people coming in from just places like Youtube (YT is how I discovered this game). I simply wish to help make their life easier for them and see this game get the attention I feel it deserves in the long run.
Other small things that aren't anywhere nearly as critical, but would love to see:
- CONTROLLER SUPPORT PLZ! *gets down knees and begs*
- Have the ability to choose what you see on the title screen (I'm in love with the 1.9.0 title screen and never want to see it go away because of how beautiful it is)
- In-game player list (not just on character select screen)
- In-chat emote text such as "Wes1234 laid down." instead of having to do "Wes1234: -lays down-" (It's a preference I picked up from a few other games when it comes to RPing in the past.)
- Fix the bugged Undertree entrace (always teles you back to Tombet even though you're already in the zone, loading screen and all)
Thanks for your time!
-Wes
I discovered this game a couple days ago while desperately searching for a half-decent game to play as a wolf with a decent model to look at (because I love wolves, of course lol). Got lucky in finding an old download link somewhere for v1.9.0. I was already aware that I'd have to find the canis skull to fulfill my "wolfy" dreams, so I looked up a video of how to do it. I was glad it was easy do with help from the video showing me how to get to it, but what struck me was just how boring and out-of-the-way it was to reach. I don't agree with the current way canis and felis characters are unlocked via finding and sniffing skulls in the caves that basically just make you trot for a fair while, and that's assuming you don't somehow clip into the walls and get stuck (didn't encounter this when getting the canis skull, but it did happen when I went for the felis skull). To be honest, given the current state the game is in, I don't feel that the locks are necessary to begin with considering this game is still alpha. I understand the need to create a sense of progression, but the way to unlock them is not at all fun right now. if anything, a fair handful of new players trying the game for the first time may turn away because of this. Most of them won't bother looking up a video of how to get the skulls, and without the video, people just won't be able to find it, get frustrated, and then give up and leave. Yes, they COULD as a player currently in-game to help them, and with a little luck, that kind-hearted player may indeed help them (which I did indeed do for someone today ). That being said, it was still boring and a bit long to do, and I'd rather have continued to RP during that time. It's more-so a really annoying inconvenience for new players and is unnecessary for people coming to CS for the first time to try it out to experience (especially if they get stuck in the darned walls).
Now don't misunderstand me here. I'm not saying that it's wrong to want to create a sense of progression and/or a create a desire to explore. Quite the contrary, a way to unlock them down the road could be beneficial if implemented properly. I'm just saying that right now, given the lack of anything else meaningful to do in-game at the moment, let the main focus be RPs while progression systems and maps are still being developed. If you still want to entice exploring via the skulls to unlock canis and felix characters, place them in Tombet somewhere (assuming it's the default starter zone) instead of making new players either glitch-climb up a cliff (me because that's what the video showed lol) or go through multiple zones just to make them walk a long ways in a buggy cave just for the skulls. Entice them, but don't frustrate them. Ideally, I'd remove the locks entirely for the time being if it were up to me until something better and more exciting is set up in the future, which brings me to my next suggestion...
I don't know what you have planned as far as specific game mechanics are concerned. Whether you have a small bit of an idea or a grand plan, though, I highly recommend letting the story/plot of the game influence how you carry our some of said mechanics. Map creation especially can benefit a lot from this, as a story needs a good environment just as much as it needs good characters to deliver on a story. This is really a whole different territory, so I won't go crazy here, but in regards to unlocking canis, felis, and other creatures, you could really use the story to your advantage here to make the journey of acquiring them much more enjoyable as opposed to feeling like a long boring tunnel with candy at the end. One example could be that as some point early-ish in the story, the main character (you) has to help out and/or rescue out a canis in trouble, or perhaps help them with a series of troubles, and at the end of it all, he/she shows their appreciation by joining you on your journeys and teach you the ways of the canis, thereby unlocking canis character creation. Another more complex example could be that the main character is a shapeshifter of some sort that that seeks out the blessings of various animal spirits to borrow their power in his/her journey, but he/she must prove their worthiness in various ways, either by combat, assistance with specific tasks relating that animal's skill-set, or even simply honoring and/or paying their respects at a fallen animal spirit's resting place. Once these are done, the shapeshifter is granted the spirit's blessing and is now able to use that form, unlocking canis character creation in the multiplayer world. There's really so many ways this could be done in an engaging way that provides that sense of progression that makes the whole process from A to Z enjoyable and worthwhile beyond just the reward itself. If you want to use caves for some of the more interesting or legendary creatures, you could very much utilize the caves as a sort of underground ruin with interactive puzzles with hints sprinkled throughout the ruins detailing what occurred there to cause said ruins. Perhaps the skull in question which these puzzle-filled ruins are protecting is in fact a dangerous power or spirit that it's creators didn't want falling into the wrong hands. No matter how you approach this, make the entire process, both the gameplay and the story, of reaching it engaging. Heck, the the story itself is even capable of doing most of the heavy lifting itself if it's interesting enough and connects to the player on an emotional level. If you can establish that connection with the player, especially on that emotional level, you'll find that players will GLADLY go through those extra hoops to get that coveted brain candy at the end of that tunnel, and they'll be happy for it, not feeling inconvenienced by it.
But maybe your story just hasn't reached that kind of level yet. Fret not. Good stories aren't written overnight. Don't rush into it. CS already seems to a little bit of lore behind it based on what's on the website and what I've seen on the loading screens. Build off of that even further, and let those ideas influence your game mechanics. The flip-side can work, too; you can let the game mechanics influence the story. I'm no game-developer, but I am a sucker for well-thought-out and well-presented stories. I don't feel game mechanics differ much from a story, really. In the case of a game, both can help each other. Take advantage of it.
I feel like CS is in a position where it can't progress much more if these things aren't taken into account. You've got a basic map with highly customizable player characters (love that, BTW!) that have basic movements, emotes, and that's about it. Right now, I feel it's too early to push progression systems onto us players yet (like the skulls). However, it's a pivotal time consider both story and mechanics. I know you're not seeking to create the next AAA game, and that's fine, but I still want to see this game grow and succeed, as I feel it has some serious potential that can really shine through if these things are considered and executed right. What's more, CS is currently a gathering ground for RPers, and what do RPers do? RP of course, which on its own can create its own interesting stories as well. Who knows, maybe some detail-oriented RPer will spawn a new idea that may lead to a story/plot/universe that may even be superior to CS's current lore. Or maybe the shenanigans of what went down in one RP with a lot of people will spawn something in that creative mind of yours as well. The best stories are most often a collaboration between multiple people bouncing ideas off of each other, and RPing is LITERALLY that in so many ways. One could say that we are all literally mini-story writers. You've said that you want to involve the community to be involved in the game's development. What better way to do that than to present your current lore to the community, encourage their input, and most fun of all, encourage lore-based RPs (not to be confused with restricting to, because that'd just be silly and unreasonable afterall).
I guess to summarize this whole gargantuan wall-of-text, I'm simply asking you to put progression systems and map exploration on the back-burner for the time being and instead focus on brainstorming ideas for the lore and the game mechanics before going any further. Give us RPers, especially newcomers, the tools to contribute to the story (and in turn the game) without making us jump through "hidden" hoops. Many animal lovers have a special affinity for cats and dogs, after all. It'd be a shame to unknowingly turn away a potentially valuable idea contributor simply because what they want to play as is locked. Even just knowing what the story is truly going to be could really propel CS's development ten-fold, and in a higher quality fashion, everything from mechanics, to progression, to the story itself. With an established story, many more things can become clear in the game itself, and little details like shrines and such can be given meaning as opposed to just being data sitting there to look somewhat pretty, which can in turn inspire considering greater detail and history behind what the shrine pertains to. It's a snowball effect, and it can be used a driving force in shaping/reshaping this game.
And with all of that having been said and many hours of key pressing later, I must now apologize for this FRIGGEN RIDICULOUS wall-of-text I just slapped in everyone's faces. If you've made it this face, I hope your eyes are still intact and that I haven't caused those tiny eyeball blood vessels to burst from the ludicrous torment which I have subjected them to. I know it feels silly to read about something that is seemingly small like this, but with CS about to make an appearance on Steam, I felt it necessary to get this out there. We'll be getting more people coming in blind as opposed to semi-informed people coming in from just places like Youtube (YT is how I discovered this game). I simply wish to help make their life easier for them and see this game get the attention I feel it deserves in the long run.
Other small things that aren't anywhere nearly as critical, but would love to see:
- CONTROLLER SUPPORT PLZ! *gets down knees and begs*
- Have the ability to choose what you see on the title screen (I'm in love with the 1.9.0 title screen and never want to see it go away because of how beautiful it is)
- In-game player list (not just on character select screen)
- In-chat emote text such as "Wes1234 laid down." instead of having to do "Wes1234: -lays down-" (It's a preference I picked up from a few other games when it comes to RPing in the past.)
- Fix the bugged Undertree entrace (always teles you back to Tombet even though you're already in the zone, loading screen and all)
Thanks for your time!
-Wes