ForumsGamesSwords&Souls II: Your ideas!

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SoulGame
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SoulGame
33 posts
Shepherd

Thanks for all your suggestions guys! I'd like to inform you the game design of S&S2 is pretty much done, and I'm glad to tell you that LOT of stuff you mentioned will be in the game
That doesn't include multiplayer, which is impossible for us to make right now.
Here is a short list of the game features:
- World map of the Neverseen to explore. Main path + other side quests locations.
- Town to build and upgrade. Cool NPC to discover and interact with. (Blacksmith, alchemist, in keeper, other weirdos...)
- More dynamic combat system (real time dodge, block, counter, critical, etc.)
- More interesting enemies: attack patterns, abilities and Epic Boss Fight!
- Deeper Hero customization (Male/Female, More skins, skills, abilities, equipment, stats, etc.)
- Evolution in Training mini game with more features to unlock as you progress, more missions, medals, etc.
- 6 Different weapons class to upgrade/equip/loot individually.
- Unique Armor system to collect and upgrade.
- Awesome art and animations improvement
- Pets to catch and rich ally system, they will help you in fights.
- Secrets hidden in the dark...
- TONS of other stuff we want to add if we have time

  • 1,367 Replies
lvsrs
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lvsrs
1 posts
Shepherd

I think a "skin selector" could be even in the first one. Being able to choose between previous weapons would make a lot of customization fans happy. Maybe being able to costumize the weapons with different blades, hilts and collors?

Also, no "perfect combo" missions. they are really frustating. It would be nice to maybe add small details each time a player beats 10 trainig missions, or so. Like golden targets in bow training, or being able to do a second critical attack on critical taining. Excessive training, although necessary, gets pretty boring in late game. Maybe being able to train in different minigames for the same traits?

I love Soul games, and I've been an Armor Games fan since the website is there. Thanks for the amaing games, and please keep up with the good work!

YOLOpotato
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YOLOpotato
15 posts
Jester

A final boss where to beat it, you go through a bunch of things that are like the training minigames.

For example, in the first stage you block and dodge the boss's attacks, just like how you do it in the training exercises.
For the second stage, you shoot the weak points on the boss with your bow, then hit him (and do some crits!)

YOLOpotato
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YOLOpotato
15 posts
Jester

More character customization options would be good. This could include skin changes like in the Rogue Soul games, the ability to choose between different weapons, and also the ability to be either male or female.

Kento_32
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Kento_32
1 posts
Peasant

What about a PAUSE button? In arena and training it would be nice, because I'm sure that I'm not the only one who could be angry if my 200x combos get stopped when someone calls me on the phone xD

Anyway, different classes with different stats (I mean starting stats like more damage if you're a Warrior, more dodge chance if you're a Thief, more ranged damage/chance if you're an Archer or more critical chance if you're a Specialist) would be good too.

cheesyball
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cheesyball
4 posts
Shepherd

I'm not sure if anyone has suggested this yet. I've seen some pet suggestions, but maybe an ally would be nice. You could have two or three to choose from each with their own upgrades, but you can only bring one into battle with you at once. So far, possible allies could be an archer to provide cover fire or a medic to slowly heal you and grant brief bonuses. Both of these could come with upgrades. And of course, being able to bring both of them into battle with you is also perfectly acceptable, but this way, you could give players a choice.

cheesyball
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cheesyball
4 posts
Shepherd

Just to elaborate, the allies don't need very many upgrades compared to the hero. 2 or 3 per character in addition to the stock +damage/healing should be satisfying enough.

Naturally, this might overlap with your pet idea or system, so if you already have that in place or find that easier, do that instead.

LordTerra986
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LordTerra986
3 posts
Farmer

You control your character when you're fighting.

shadowpaw
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shadowpaw
6 posts
Shepherd

i think the next game should have allies like a medic which heals you a guard which can partially block a attack and a rouge which would do a back stab which would weaken the enemy and do damage also a mage which would shoot a fireball or lightning or something of that nature and those should be their random abilities and they would also do other stuff like having the guard equipped would upgrade your max health and the medic would give healing overtime and the rouge should increase money gain and the mage should lower your skill cool downs and they all should be able to attack normally but they only attack every 2 attacks you make and they should have upgrades which increase their abilities stats and passive stuff too and maybe add multiplayer like you and another player can fight each other or train together or something one more thing the more things you buy in the shop should allow more things to be available in the shop and those are my ideas of what should be in swords and souls 2 i sure hope they get used

cheesyball
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cheesyball
4 posts
Shepherd

shadow paw brought up a good point. People want more training challenges. The separate allies could have a challenge each.

The way I would defer from him though is that instead of having a plethora of characters, I would prefer a few that have more than just their one stock upgrade. Both versions have their merits and it's up to you to decide ultimately.

One last thing, Congratulations on making a good game and props to you for listening to our ideas.

AlecWasTaken
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AlecWasTaken
2 posts
Farmer

Here's my 2 cents. A lot of people have mentioned what to add to the game, but not what to keep. But I'll also touch on what I think could be worth adding. I have been playing RPG's my entire life so please allow me to convey my culmulative knowledge into ideas for SaS2.

Currently what makes SaS so good are these underlying facts: it's a single player experience where the player can customise their hero and grow at their own pace. The training room provides for challenging and entertaining experience, where the 'Mission' for each minigame keeps the player interested while the 'combo' keeps the player aiming higher and higher, but also serves as a benchmark for how well they've done. The player can then experience the fruits of the labour through the arena and see how much the training has paid off, this in turn leads to the reward of being able to afford armour, weapons and upgrades, to further enhance their training. All together, it's a very satisfying experience and that's why these basic features should not be changed or removed, but rather, expanded. Here's how I think it would be best to expand these features without removing the satisfying element.

Training room:
Missions and combos should definitely stay as they provide immediate incentive for training. The clovers should also be a random occurrence during training but we'll touch on that later. Missions are short goals which are, for the most part, easy to reach and prevents the player from getting bored too fast. On top of this, rewarding, as it provides exp. Providing more diverse goals each time will only delay how long it takes for the player to lose interest, which is exactly what we want. Combos on the other hand are fine how they are, increasing exp and providing that "I must do better" addictive factor. The only problem I see with it is that it stops influencing exp after a relatively short period. Instead, it would be better to have an exp curve in place such as this. I can't quite figure a formula for the curve, but that said, it might just be better to have a manual curve (e.g. If 0<combo<10 Then (exp) += base_exp + xp_curve[0]) Or something like that. The combo would also be perfect on a leaderboard, as it allows players to indirectly compete against each other which is just another satisfying element to the game.

Arena:
Now as for the arena, it provides a good means of making money and to progress through the game. It can get repetitive, so it may be better to keep it how it is, lower the money rewards and have it treated as a benchmark for how strong your character is. Granting Titles to the player for getting to certain points in the arena could substitute for the decreased money rewards, or perhaps trophies to put in your house. The actual progression of the game should be done through dungeons and exploration which follows some sort of story line, as it would be nowhere near as repetitive as the arena. The one limitation with the storyline is the player loses incentive to continue after the story is complete, so it's very important to make the story lengthy by progressing with the players level, satisfying through rewards of exp, money, artefacts, and most importantly to have the player wanting to know what happens next. Characters are very important in this aspect. I won't go into detail here because I myself am not good at story or character design. All I can tell you is that character relationships are very important, especially in keeping the player engaged and driving the story.

Upgrades:
As for allowing the player to upgrade their house and training room, these are fantastic features. What would perhaps make it even better is providing different means of training as the training room is upgraded. Currently the exp bonus is great and should not be removed, but perhaps the player could unlock training minigames that train two stats at once (at a slightly decreased rate of course, e.g. obsticle course trains 0.7xAgility and 0.5xStrength while sparing would train 1xDefense). This would allow the player to specialise in whichever class they choose through more diverse minigames. Upgrading your house is very nice as it provides money/exp bonus as well as a completeness factor. Two things I'd suggest: each part of the house should either contribute to the money or exp bonus, allowing the player to chose which they'd rather invest in. Last thing is that the house didn't look visually appealing to begin with. Perhaps starting with a thatch roof and upgrading to wood, and then to tiles would be better than going from no roof to roof. Same goes for parts such as windows and doors.

Classes:
When it comes to classes, let me stress something. DO NOT lock the player into a certain class by making them chose in the beginning. It is so much better to provide a skill tree, allowing the player to choose the path/paths they'd rather take. Each path speciallising into different play styles and classes. This gives the player the opportunity to specialise into their very own playstyle. Choosing their own paths and playing how they want to play. This is probably the most important part to a compelling rpg experience. With this system and the ability for the player to advance at their own pace, it would make for a very satisfying experience. Currently there is nothing wrong with the stats in the game, each are very clear and have their own unique purpose, but it may be better to rename the stats to Strength, Dexterity, Defense, Agility and Critical. It may just be personal prefference here so take the rename idea with a grain of salt.

Equipment:
Equipment may be a little tricky as it's hard to find the right balance of stats depending on what kind of combat there is. My suggestions for this is having light armour which focuses on Dexterity and Agility but provides little Defense and heavy armour which focuses on Defense and Health but provides little to no Dexterity or Agility. This can obviously be expanded on but that all comes down to the combat system and how equipment would influence playstyles. And then theres the decision to either have equipment in the form of items or upgrades in the shop. Personally I think it would be better to have them as upgrades in the shop, just like how it was in the first game, as this doesn't burden the player with an inventory system. Currently the game is very streamlined and an inventory system would just make things needlessly complex while forcing the player to choose between items gear which can just be annoying at times.

Secrets:
A very nice feature of the game is the lost children. It was fun searching for them, though a little frustrating when theres a few left, but would definitely be worth doing something similar again. Perhaps adding some sort of reward for finding all the children would make it even better. As for the other little easter eggs, I'm sure you plan on putting them in your next game so I don't think I'd need to touch up on this.

Museum:
The museum is perfect the way it is. Providing a passive income and a lore friendly excuse to go with it is amazing. I urge you to keep this feature. But perhaps upgrading the asthetics could do it some good. As for the clovers, they're a nice little bonus when progressing through the game but maybe a clover shop would be better, like trading more clovers at once can give bigger rewards or something like that. Maybe you could change the Critical stat to Luck and have it influence critical hit and the ability to find clovers.

Please take into consideration these ideas as I only wish for SaS2 to be an even more amazing game. Thank you for reading.

LordTerra986
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LordTerra986
3 posts
Farmer

-Choose your class. preferably mage, knight, etc.
-Choose your character's gender.
-Have more than just 1 character.
-Add a story line to it.
-Fighting in other areas like caves, forests, deserts, mountains and so on.
-Don't get rid of the...scarecrow dude in the training room, he's definitely going to be an unforgettable character in the SaS series.

VMask
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VMask
1 posts
Peasant

More potions like invincibility to last 10 seconds

suzairi_shamsudin
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suzairi_shamsudin
5 posts
Shepherd

more ablities!

suzairi_shamsudin
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suzairi_shamsudin
5 posts
Shepherd

evove class,move character like going somewhere else,legendary items,exp,mini games,don,t forget that mushroom that eat clover, and don,t forget! online save

suzairi_shamsudin
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suzairi_shamsudin
5 posts
Shepherd

and i almost forgot scroll maps!

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