TheToxicWildhog (January 13, 2013 7:27 am)
as much as i have enjoyed the updates SB has put effort into, there are somethings that may never simply added on as an update. and, in my opinion (let me emphasize... *ehem* ...IN MY OPINION) there is enough content that i think (THAT I *ehem* THINK) will unlikely be added on in an update to make for a whole sequel. this list of things (that may or may be noted by SB himself, or anyone for that matter) MAY be update-worthy for AAO as it is, however, i doubt it enough to include it in this list. enough intro, lets go! (side note: i hesitate to call this possible sequal "AAO: 2" because that may or may not end up being the name of the game)
-player specializations: in AAO as-is, there is little to differentiate yourself from other players. there's no way to specialize in a specific area, wether it be might (physical damage weapons) or magic (in-combat magical spells). branching leveling options would be terrific! (regenerating AP would be useful for these players)
-level design: a common complaint (not that it bothers me personally) is that all the areas are desolate and bland. i would not mind smaller, more compact areas with more life and more beasts concentrated in a single area. (i do realize this would take playtesting to evaluate if this would work). i would not want all of the areas smaller, just the ones far from towns where there will likely be fewer players.
-quests: as-is, AAO's quests do bot reward exp. that would be a welcome addition in a sequel. i hate the idea of farming these quests (a high level player turning in 100 chicken wings and spider webs) so one idea to counter it would be to extend the required list of items to complete the quest. (5 the first time, 8 the second time, 12 the third time, and so on) and i like the idea of quests that REQUIRE multiple players. another neat idea (that i DO see flaws in) are quest-related items that you can only obtain in a PvP zone.
Mounts/pets: self-explanitory. perhaps a player specialization would allow taming of the beasts in the sequel. or maybe buying a mount is an idea that may see play testing. maybe being on a mount can have in-combat perks. (crab mounts that attack too, horses that increase spell damage, or my favorite fantasy creature... griffons!)
beasts: some additions that would be cool, some challenging some frivolous. giant rats and scorpions, ghosts/spirits, dragons, enemy NPC avatars, and orcs.
misc- some ideas... the ability to revive downed teamates in-combat. the ability to conjure/summon beasts to aid you. lines of quests. bows and arrows.
AAO is an astounding game as-is. however (in my opinion) a video game is never finished. and there is always more that can be added without breaking it.
gamertag: ToxicWildhog
squarebananas (January 13, 2013 3:21 pm)
Thanks for the suggestions.
I have noted quite a few ideas already from various discussions such as here (link to general discussions > ideas for new online rpg). At the moment these are only ideas that could be used if I do start development on another online RPG.
With regards to player specialization rather than a fixed development system like AAO I would try to have customisable stats and abilities where possible to make players more unique. Additional ability classes (maybe unlocked by or restricted to certain jobs) would be good as well as skills available for certain equipment types.
The area design in the original AAO release was kept simple to reduce the development time required. Basically most areas were the same square shape with the terrain image, scenery types and exit locations changed. Areas added in updates are slightly more unique such as chaos castle and the tower of trials with its elevator system. Any new RPG would definitely want better area designs though. One of the things I really want to work on is a better terrain system so that outdoor areas could have multi-textured terrain (rather than single texture) with much more height variance (not as flat). Also more unique inside areas like caves with winding paths rather than large open areas would be good.
More repeatable quests would also be good as well as exp rewards. Like you mentioned repeatable quests would need to be designed so that they would be difficult to exploit. I will need to give this more thought but maybe some of the quests could be limited so that they can only be repeated once an hour/day/week. Another solution would be to limit the maximum number of items that can be carried for some certain quest type items.
Mounts, pets, new beast types and enemy NPCs have also been noted from other discussions and they are all things that I would like to add in any new online RPG.
One thing I still need to think about is how a new KO system should work. Like you mentioned adding an ability for team members to recover players is a possible addition. Also I was thinking that other abilities could be added that would give status effects to reduce KO times.
Thanks again.
Grunt Attack (February 21, 2013 11:13 am)
I would love cross-platform in next sequel (Windows 8 RT/Phone and Xbox)
One of main problems of plotting AAO to Windows 8 is it has to be "Xbox Live Enabled Game" so the game can have Xbox Avatar support
This is one biggest key selling point of the game and it would be 1# selling game in the store , especially if AAO had native keyboard support on the xbox)
Getting "Xbox Live Enabled Game" title would also means
Leaderboard support: Sadly this isn't in AAO on Xbox
Achievements support: Yes now you can collect all the achievement and show it off with those forum gamercards
Proper Game Invite: So if you receive a game invite , it would say something like "Grunt Attack has invited you to play Avatar Adventure Online 2" Instead of usual indie game message and joining your friend's session in progress in AAO sometimes doesn't work.
Cloud sync: So you could start play AAO on the xbox ,head outside , and play it on your Windows Phone 8.Then the game would load the save , the xbox had saved on the cloud and tatata!!!
Cross Platform Multiplayer: Yes!!! Pc , Tablets , Phones and xbox players would be able to vs each other.
Available to other regions and counties: If next AAO makes it into arcade game stage , then almost anyone can easly go and buy it from their home country.This means more players online xD
More Content And Maps: If AAO makes it to acade stage . well squarebananas wouldn't have to deal with menory cap limit on Xbox Live Indie Games, which means AAO would be easier to develop.
Even though the chances of AAO been plotted to another platform are very slim , AAO was amazing made by one man and the only way it could make it as Xbox Live Enabled or even arcade game is if AAO gets sponsored by another company or Microsoft.
Xbox Indie Games like Shoot 1up , Z0MB1ES ,Amazing Zombie Defense,Doom and Destiny, Li Demons Splatter, Marksman Range ,Square Off, The impossible Game and Block world (There many more but that's all I know) made their way to other platforms athough first 2 I said made it as Xbox Live Enabled phone game.Also, recoding the game would be a a lot of work as well but it's possible it could happen if we put our minds to it
If Squarebananas has no plans of plotting AAO to other platforms , Squarebananas should start planing ideas and designs for the next Xbox as it going to be released very soon.
As for now AAO needs an update as barely anyone playing AAO online.An update would need , Ingame Voice Chat with indicators to tell who talking.
That's all I could think of , for a update but for sequel
It shouldn't have repetitive rooms as it get annoying especially in Tower Of Trials where rooms are all spaced out and the design is boring and simple. Of course it was made like that to keep development short.
I loved AAO and it's probley has one of best video game soundtracks out there.
I hope my opinion and ideas , improve AAO in any ways.
Thanks for reading
Cheers From Grunt Attack.
squarebananas (February 22, 2013 12:04 pm)
Thanks for the post.
As you mentioned cross platform support, leaderboards, achievements and cloud sync are not available for Xbox Indie games. These functions are only available for professional development companies which are part of the "XBox 360 Registered Developers Program". Such companies are generally expected to have personnel with previous professional game development experience within the industry. Not only do such companies have to be part of Microsoft's programme but in additional they have to purchase development licences which are thought to cost upto around ten thousand dollars a machine (so developing an online RPG would require licences of several tens of thousands of dollars).
Small independent developers though have the option of self publishing on to the Xbox Indie games channel. While this does not allow access to all of the Xbox's functionality (e.g. achievements, leaderboards, web access outside of indie network sessions) it does let small-time developers publish their games onto the marketplace with relative ease and at a fairly low cost ($99/year).
Another limitation, as you mentioned, is Xbox Indie games are only available in a limited number of countries. The list of available countries is determined by Microsoft and Xbox Indie developers cannot release games to countries outside of this list. For countries which have Xbox Live access but do not have Xbox Indie games this restriction is often based on legal reasons with Xbox Indie games being classed as unrated content.
The file package size for Xbox Indie games is limited 500 MB. While this may be small compare to retail disc games, this is still quite a lot of room especially when compressing content and most Indie game do not come close to this limit. When developing the bigger challenge is usually reducing the in-game memory usage as the Xbox only has 512 MB of shared RAM and video card memory. For example while the file size for "Concept Coaster Craft" is only around 25 MB the RAM memory requirement for just storing all of the track polygon/texture data is around 250 MB when running. This 512 MB RAM limit is common for all Xbox applications whether they are Indie games, Acrade games or disc games.
While cross plaform support isn't available for Xbox Indie games with avatars only being available on the Xbox for Indie Games and network sessions being limited to other sessions running the same Xbox Indie game, it is possible to release similar stand alone apps for PC and phones. However there have been many developers already that have ported games from Xbox Indie games to the Windows Phone and most haven't had much success doing so. So from a single developer's point of view it could be a very time consuming process reducing the amount of time to work on new projects with the possibility of little increase on the total downloads of existing games. Of course it has been successful for some developers but they seem to be the exception.
With regards to Microsoft's next generation console, it would be very difficult to plan an Indie game for it at the moment as details of the console have yet to be revealed to the public. So at this point it isn't known how the development process will work and it isn't even know if it will have a self published Indie game marketplace like the Xbox 360 does. I hope that it will but it might not be a high priority for Microsoft at the moment.
As for voice chat support "Avatar Adventurers Online" is designed for text communications with players able to use XBox Live party chat if they wish too. For a networking system voice chat requires a high amount of bandwidth and the game already uses close to the recommended limit when there are 16 players in a session. Excluding voice data by default this keeps the session bandwidth at an acceptable level and increases performance and reliability. It might be possible to include voice chat in any future online RPG but this would probably be an option for certain sessions with lower maximum player counts only (so maybe 16 player session with text chat or 8 player session with voice chat options).
Also I'm very happy to hear you enjoy the soundtrack. I have fairly limited experience with composing music so I'm glad you like it.
Thank you again.
hubbard (August 26, 2014 12:17 am)
playing it now. amazing if one person did truly make this game. well done.
just a few topics that everyone already stated but aren't a necessity:
-better graphics/detailed area layout. it works as is but everything could use a nice once-over.
-more condensed monster spawning further away from towns.
-more stuff in general (weapons, monsters, background junk)
-fix the random world hop issue.(namely, where suddenly players move to a different world even if in a team, and incoming players show up on teams without being invited.)
-slightly better sense in item power structure (copper is a higher tier than iron?)
great game all in all, but obviously needs some minor fixing. ill be playing it regardless, as its clever and unique.
squarebananas (September 1, 2014 2:50 pm)
Thank you, I'm glad to hear your enjoying playing the game. The game itself was a solo project I worked on and released early 2011.
Thanks for the suggestions. Developing another online RPG is something I would like to do, although it is a fairly long term project.
Since developing the game I have learned quite a lot more about 3d graphics. At the time I could only draw a limited number of objects to the screen as the rendering was done fairly inefficiency. Since then I now understand how to draw more complex objects in much greater quantities with much more efficiency, so that shouldn't be an issue in future games.
With the enemy placement, these were spread out to reduce the amount of network activity and reduce the chance of connection lost from data overload (the more nearby enemies the more bandwidth required). Again though this is something I now understand how to improve so this shouldn't be an issue in future games either.
With regards to changing worlds, essentially each world is a player hosting a session. With indie games there are no permanent servers, any network game is actually hosted by a player. Rather than have host/join network game options though I wanted to have an automatic network search system where players would be automatically placed in a world with free space or host if no free space was found. Then if the world host leaves Xbox Live should automatically reselect another player to host the existing world.
After releasing the game though it was found this doesn't quite work as expected. If the host player quits sometimes Xbox live will migrate the host successfully and sometimes it doesn't resulting in the other players joining other worlds rather than staying in the same world together. Unfortunately as this process is done entirely by Xbox Live and cannot be controlled by the developer there isn't a great deal that can be done about this.
After using the public network sessions to find members though, you can use the "Invite Only" network setting to create a private world which will stay up so long as you stay connected to the initial player who created it. Also if you want to rejoin a player after getting disconnected then using "Join Session In Progress" on the guide recent player list should add you to their world so long as there is space.
With future games rather than use an automatic host/join system I would probably use selectable session lists instead with host and join options. I didn't want to do this really as it will encourage players to quit and rejoin other worlds often rather than stick with a single world. At least with using host/join options it should make it more obvious that connection to the world has been lost due to disconnected from a particular player and upon disconnection a selectable list of worlds could be shown.
Thanks again for the suggestions.
darkentrees (September 27, 2014 5:04 am)
Thanks so much for this amazing game! My wife and I were reminiscing about the old days of EverQuest - we were there right from the beginning back in 1999, and went through the endless parade of MMOs that have come out since then, until we finally gave up on all of it about 3 years ago. Today she was all nostalgic about those days, and how great it would be if there was something like the old EQ for Xbox, and lo and behold, there was AAO out there and available for a mere dollar
So we gave it a try, and are hopelessly hooked. I'm amazed you were able to create something like this on your own, when I think how many developers must have been on the payroll at SONY back in the day when EQ was all the rage... Here you have recreated something good from the past we thought long lost!
Thanks so much, and we really hope to see a sequel. I think there are more than you might expect looking for something along those lines as well with all the continuing gloom surrounding contemporary MMOs... the disappointments of ESO, the cancellation of Project Titan, and all the vaporware reboots of things like AO, Horizons, etc etc... Maybe the time is ripe for something less 'epic' and absent? Minecraft cashed in on some of that sleeper hit awakening...
squarebananas (September 29, 2014 10:53 am)
Thank you, I'm glad to hear that your enjoying playing the game and that it reminds you of the classic MMO era.
I guess most online RPGs have had lots of developers working on them, but by keeping things simple I managed to develop this game solo. However Avatar Adventurers Online is still limited in a lot of ways compared to commercial MMOs. For example it doesn't have thousands of hours of gameplay and it works as a 16-player online RPG rather than a massively multiplayer online game. Because of reasons like this though, it was possible to develop the game without a team of developers.
With developing a new online RPG, I'm hoping to improve on a lot of things although I will keep some things quite simple. One of the challenges will be creating more unique environments and content (less repetitive than AAO) without reducing the amount of potential gameplay and play time as a result.
Thanks again for your comments.
xanderpoe (November 4, 2014 3:53 am)
My children and I have just started playing this and we are really enjoying the create your own rpg sections. My son has really taken to it and amazes me daily with the detailed maps that he has created along with an entertaining story line that his sister enjoys helping with. We have dicovered new ways to make the game more interactive such as talking with houses or statues. We have even discovered a way for players to "enter" houses or castles for a more immersive storyline. The only problem we have is a lack of props to work with. We would love to have some decorations, furniture, animals, ect....
The other game modes are fun too but this is our favorite part. It has quickly become a huge family project, we can't wait to get home each day so we can work on it.
Thank you for creating such an amazing game!
squarebananas (November 4, 2014 10:31 am)
My children and I have just started playing this and we are really enjoying the create your own rpg sections.
Thanks but I think you might have mixed up my game with another developer's game. "Avatar Adventurers Online" is an online RPG but it doesn't have a creative mode. I think the game you might be playing is called "Avatar Legends" and the developer is "Barkers Crest Studio". It looks like their website is http://www.barkerscrest.com/
Hope that helps.