Plagued
Recruit
I don't know how much of the story or quest progression has been mapped out ahead of time by the creators. So this is just a humble suggestion.
The game currently has a -lot- of landscape that just sort of begs to be used. The early game river pirate quest is an excellent starting point and I think it'd be very easy to expand on that.
Simply adding progressively harder quests to the initial quest giver could add hours of story based gameplay to the early game. You already have a system for giving item and money rewards, it'd be a matter of just expanding on that and adding in a bit more background story with each finished quest.
The first quest as we all know is simply to trash "river pirates" until you've done it often enough to finish the quest. A quest after this could be to perhaps find the source of the river pirate attacks, or perhaps to assassinate their leaders. From here you could move onward to perhaps an attack on a pirate controlled town or something else.
Now, from there you could possibly find out that a local duke was financing the pirate raids to cut the neutral town out of trade routes.
You see where I'm going with this.
I think it'd be great to see even some simple quest chains in the game at some point soon. Right now we've got this big open world that begs for some more filler.
On a side note, I'd like to mention that this engine could be adapted to soo many genres. Once you have this game up and running, I have no doubt you could continue funding your development with games set in other themes. Ancient Rome or China for example.
Excellent work, by the way. Well worth the money.
The game currently has a -lot- of landscape that just sort of begs to be used. The early game river pirate quest is an excellent starting point and I think it'd be very easy to expand on that.
Simply adding progressively harder quests to the initial quest giver could add hours of story based gameplay to the early game. You already have a system for giving item and money rewards, it'd be a matter of just expanding on that and adding in a bit more background story with each finished quest.
The first quest as we all know is simply to trash "river pirates" until you've done it often enough to finish the quest. A quest after this could be to perhaps find the source of the river pirate attacks, or perhaps to assassinate their leaders. From here you could move onward to perhaps an attack on a pirate controlled town or something else.
Now, from there you could possibly find out that a local duke was financing the pirate raids to cut the neutral town out of trade routes.
You see where I'm going with this.
I think it'd be great to see even some simple quest chains in the game at some point soon. Right now we've got this big open world that begs for some more filler.
On a side note, I'd like to mention that this engine could be adapted to soo many genres. Once you have this game up and running, I have no doubt you could continue funding your development with games set in other themes. Ancient Rome or China for example.
Excellent work, by the way. Well worth the money.