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The Future for A Traitor's Hold

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.


Uploaded Version 1.3 (bug fix)

Did some minor tweaking to a common event that was causing an error in some people's games where Class Orbs were being unequipped after battle.


Uploaded Version 1.2 (bug fix)

Sorry to anyone who downloaded the initial submission. I have removed the slime battle, which contained a game breaking bug. The current version should now play properly.
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