Highest Rated Comments


aberoth17 karma

The game has tons of stuff that is science based!

The rate that you fall is based on Newton's laws. Also, things like the phases of the moon and day/night cycles are accurate to the real world (if the earth was spinning 10 times faster, and the moon was orbiting the earth 10 times faster).

Also, unlike a lot of 2d games, the human proportions are fairly accurate to the real world.

There is no dragon breeding yet, but I have always wanted to add dragons to Aberoth. A fantasy game needs dragons. If I do add them, though, where do I go from there, what tops that? Until I add dragons, the game will never be done. Also, large creatures are much harder to draw and animate than smaller ones.

aberoth7 karma

Thanks Ternarian!

Here are some general ideas of things I want to add to the game, in no particular order. Adding all of these would take more than a year!

Ocean, perhaps with a small island zone. Lakes and rivers or creeks. Permanently snowy area. Swamp Mountainous area Demon underworld area More dungeons (maybe a low level goblin dungeon).

A PvP area (arena) where there is no xp loss on death, and all kills are considered justified (no wanted or infamy) Also, possibly no engraved items allowed.

Music

Additional servers in different parts of the world for improved latency. All of Aberoth will still be accessible to everyone in the world, but someone's home realm could be on server close to them. For example, the black circle realm could be on a European server.

Languages other than English.

Throwing weapons, bows and arrows.

Dragons!

aberoth7 karma

Not nearly as much as I made in my day job! On a good month, Aberoth will gross a couple thousand dollars (including Steam and non-Steam purchases).

My goal is to eventually grow the game so the income surpasses my old salary.

Edit: Typos.

aberoth6 karma

This was not strictly the first game I wrote, but is the first game I put a substantial number of hours into, and my first commercial game.

Thank you for thinking I am a success! I feel I have quite a way to go, but I'm getting there. I think persistence is what got me this far, just the raw number of hours I have put into the development of the game. I think it also helps that the graphics are basic, and a lot of the game is text, so that adding new things is not an insurmountable task.

As far as advice, the "just do it" cliche works pretty well. Also, if you make an online game, I would suggest releasing it to the public as soon as possible. Aberoth was horrible when it was first released, but I followed the advice that if you are not at least a bit embarrassed by your first release, you released too late. I did not even see a lot of the problems until other people started playing.

aberoth6 karma

I am writing an MMO where you can visually see everything the enemy is equipping (boots, sword, helm, etc), and it all drops. Every single item in the game is also visually unique so you know what you are getting. And, if you die, they equip all of your stuff if it is better than what they have! It makes for some interesting difficult low level mobs. One problem I have is an accumulation of "junk" items that are common with monsters (since items in Aberoth never disappear on their own), so I make sure that there are plenty of shops or other uses for low level items.