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To keep new players from joining for a day or 2 then never returning, I NEED a simple gameplay that a 5 year old could understand. But, I need that same simple gameplay crafted to also be VERY interesting so nobody gets bored. My plan for this is to only have a few "cool" features available to new players. That way they see what they have to look forward to and are more inclined to stick around until they can at least try those new things out. Until maybe level 3 all that a new person could do would be level up, train stats, battle monsters, ect. At level 3, perhaps clans could become available and a person could join a community that would better guide them toward reaching their next goals. Ultimately by maybe level 15 all but one or 2 REALLY cool features would be available. Which brings us to keeping the first batch of players around.
Its sad when a player gets to the point where they look at the players list and think "wow, there's only a handful of 2 digit ids left. Obviously older players eventually will leave, but to keep them as long as possible there needs to be some really exceptional features for them to use. Not features like a 2D map or elite items mind you (these are cool and worth having, however they have been done to death already) but NEW ideas that people haven't seen before, or at least old ideas with a new twist that hasn't been made standard yet. instead of elite items, maybe have elite items that players design themselves. instead of having a shop where people can but things, give the shops to players and let them sell things. Or a step further, allowing the designed items to be sold from a player owned shop. When a player reaches a max level, instead of getting bored and quitting, they might strive to get their own shop to sell their own creations. Even adding a sort of public checklist to a profile that shows what a player has accomplished encourages someone to stick around and try to accomplish everything on it. some would only take a day or 2 of playing, while others would need maybe year of gameplay to reach, and still other might only be possible if you were awarded a staff spot first.
Finally, there are SOOOOOO many ideas I've gotten over the years that I think would make a game better. everything from making a page look better to a structured staff system. From a different way to use gems and socketing to a balanced system of items that allow a person to take multiple paths instead of always having the same items as everyone else. In a game i used to play, I was given the opportunity to actually work on the items system. It wasn't finished before the game closed down, but what I did get working and available everyone liked for the most part. All that needs to be done now is sit down and get all my ideas into a organized spreadsheet before I start coding ill post here when I get some substantial ideas out.
phew....feel free to comment if you want. Also, if you read all that...you are far to interested in me...should i be worried?
swapable, like have the page battle.php?id=# where # is the person your attacking? so you can put the battle link in lots of places? i do plan on doing that. right now, i just have everything set up to run between 2 premade players when i click my button for testing purposes. the whole thing is probably nowhere near done yet but its getting closer and closer each time i work on it.
<?phpinclude "includes/header.php";include "battledocs/chance_calculations.php";include "battledocs/battle_functions.php";include "battledocs/battle_generator.php";echo '<form method=post action=battles.php><input type=submit value=Battle name=battle></form>';include "includes/footer.php";?>
One serious problem that a lot of this type of game has is that they typically end up inadvertantly defining a god build.....namely a setup or strategy that is optimal. Eventually as the player base gains experience players shift to these optimum strategies and the designers desired variety goes out the door.
That all being said though, you are totally right. a game where there are several equally good builds is what im aiming for in the long run, and achieving that will take ALOT of tweaking and creative thinking. eventually, it will more than likely take totally scraping my current idea and starting from scratch with what i have learned from my first try.
All games have a optimal build though dont they? if it isnt 'train strength as high as it can possibly go', its 'level up as high as you can go so you have the most HP.' if there is a point where having more agility doesnt help, the optimal agi is right at that cutoff. unless you leave a battle system TOTALLY up to chance there is going to be some combination of something that gives you a strong advantage.
with my plan, if someone finds that optimal build they arent guaranteed a win since there is some luck involved too.