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Making Eylin Better
Corfaisus
- 10/30/2020 01:34 AM
- 727 views
"I'm getting sort of excited about this next patch because it's gonna add a whole bunch of new goodies for the player - perhaps even bonus unlockables! Might even swell into the game's first genuine expansion pack! Totally free, of course."
Can you believe it's nearly been a month since Project: Zilmurik went live? I'm working on the next big patch to make what I have better, so I want to hear from you all what you would like to see included in the game. So far the plans are to implement:
1. Random loot for crates, barrels, pots, etc. to give value to searching them instead of merely providing flavor text. Each type of container will drop specific loot (crates = equipment, barrels = healing, pots = gold) Anything without extra goodies (or having received them) will result in flavor text. Existing chests will have their loot altered to give something more meaty, or will provide multiple types of loot, such as equipment and gold.
2. Tutorial/manual included with the game or available via Steam that informs the player what status ailments do and what the glyphs and general item descriptions denote. This has been a very popular question with prospective players.
Can you believe it's nearly been a month since Project: Zilmurik went live? I'm working on the next big patch to make what I have better, so I want to hear from you all what you would like to see included in the game. So far the plans are to implement:
1. Random loot for crates, barrels, pots, etc. to give value to searching them instead of merely providing flavor text. Each type of container will drop specific loot (crates = equipment, barrels = healing, pots = gold) Anything without extra goodies (or having received them) will result in flavor text. Existing chests will have their loot altered to give something more meaty, or will provide multiple types of loot, such as equipment and gold.
2. Tutorial/manual included with the game or available via Steam that informs the player what status ailments do and what the glyphs and general item descriptions denote. This has been a very popular question with prospective players.
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Minor random goodies in various containers seem good, as does upping the potency of existing loot. I can't make any other suggestions yet, but I'm grabbing the game in a few as I've got my paycheck for this week.
EDIT: Actually, as it's a Steam game? If it's not done already, I'd vouch for at least a .txt file as a manual? Something to hint at lore, but also explain the mechanics without spoiling much. I'd vouch for it feeling like an old-school manual that does both, which I sorely miss. Might even work up to a dedicated PDF with illustrations, etc in the future.
EDIT: Actually, as it's a Steam game? If it's not done already, I'd vouch for at least a .txt file as a manual? Something to hint at lore, but also explain the mechanics without spoiling much. I'd vouch for it feeling like an old-school manual that does both, which I sorely miss. Might even work up to a dedicated PDF with illustrations, etc in the future.
Corfaisus

"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7382
author=AtiyaTheSeeker
EDIT: Actually, as it's a Steam game? If it's not done already, I'd vouch for at least a .txt file as a manual? Something to hint at lore, but also explain the mechanics without spoiling much. I'd vouch for it feeling like an old-school manual that does both, which I sorely miss. Might even work up to a dedicated PDF with illustrations, etc in the future.
I've strongly considered this after pretty much everyone who's played the game has come to me asking what all the pictures and status effects mean. I really want to make a manual with pictures showing the different things and explaining what everything does. That's certainly going into the implementations.
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