I really enjoyed the Golden Week of 2k3 event. It was a lot of fun to interact with different members of this site in a creative way and I felt I learned a lot. Thanks to everyone who gave their time to play A Traitor's Hold and for their useful feedback. I also enjoyed playing all your games!
I always considered my submission as a "first draft" and it is my intention to release a post-event version where I can address all the problems that the event version has as well as implement all the ideas that I never had time for. However, when I signed up for this event I was midway through the 2nd chapter of The Difficult Second Quest and I really want to get that finished so for now I am going to leave A Traitor's Hold as it is and pick it up once I've finished Chapter 2 of DSQ. I think leaving it for a while will allow me to approach the project with "fresh eyes". At least I hope.
For the time being I just thought I'd make a brief summary of the issues that I will be focusing on when I pick this project up again. I'll probably stay with RTP for the remake but will bend a few of the rules that the contest had :P.
- Balancing- This was definitely the weakest part of the project in my opinion. The abilities learned from Class Orbs need reworking as well as the encounters, which was something I rushed the most with. The first dungeon is quite a mess and the scene outside the cave is very unclear in giving player direction. I'll probably redo the entire first area.
- Story- The dialogue is all first draft and some of it is a bit baggy and poorly worded. I wasn't that happy with how Henriet turned out as a character so I intend to go back to the drawing board and completely rethink her personality.
- Revise Orb System- I think I never fully realised the potential of this system. I've got a few ideas of how I can improve it to allow the player to add further customisation to the party but I don't want to ruin it by over-complicating it.
- Mapping- My mapping abilities have never been better than average but I really wasn't happy with how some of the towns turned out or with Kois Swamp so I will probably rework those.
- Loot- There isn't much motivation to explore the dungeons at present as the loot is so mundane. Something I may do is have "Trading Posts" in the game, which is something I have in The Difficult Second Quest.
- Extra Side Quests- I had quite a few ideas that I had to cut out and I would really like to add these to the game. There are a few locations and quests that I would want to add.
- Progression- At present the Class Orb system gives a few "perks" and the world is completely open right after the first dungeon so there isn't really a feeling or progression in the game. This is something I want to address.
I imagine things will slow down somewhat now that the contest is over. Thanks again to everyone who played.