I have created 108 weapons for my fantasy game this is the count of the basic weapons. Not counting secret weapons. The rarities for the weapons are common, rare, legendary, and unique. After this I will make all the fighting styles which should be around 50 or so. Then I will need to make more quests, and figure out how each one will be obtained. If anyone wants some names and descriptions I can gladly give them for you to review I will try to get through modelling all of these and adding images. Any advice is appreciated. Thank you.
108 weapons is a lot but sometimes that might be what a game needs. There are some games with like massive varieties And those types of games are endless and might attract more players to that game but it depends what kind of traction you are looking for.
I want a vast adventure game like Blox Fruits but I want it to have more diversity which blox fruits is missing and be more focused on uncovering secrets and adventuring.
i’ve got about 50 guns (excluding admin fun weapons) and 30 or so melees, as well as 20 or so utility items (about 100 in total, give or take some), and it’s perfectly fine for you to have a lot of weapons, especially in a fantasy settings
I mean well, there’s more weapons on this game. If you want to go count, be my guest, but yeah there’s really never enough. More variants is always welcome.
If its just a combat game and not an rpg though, maybe don’t have rng/luck a factor to being able to kill people. Just let people use whatever and balance everything well.
But yeah, about that link, this is about half of the FIRST PAGE.
Although it is worth noting, depending on how progression works, if you’re going to be replacing items very quickly, I’d reduce the amount of items significantly so everythings more memorable than it would be otherwise.
So is 108 too much? Not even close.
Heres and idea I didn’t steal from my listed example because I enjoy that game, for each “milestone” in progression, have a shop that sells starter gear for that point, anything else could be obtained through other means, like quests, enemy drops, etc.
If you’re going to do mob drops though, you have to find a good mix of too rare and too common. At most, 1/1000 I’d say.
I haven’t played Blox Fruits but I’ve only heard negative things about it. If you’re attempting to make an RPG or MMORPG, the least you can do is to take inspiration from a good source, although this is roblox we’re talking about so throw out making a good game you gotta make whatever the dumb kiddies are gonna “play”.
I want to play more into the exploration aspect than blox fruits but what I mean is bloxfruits in the end game where you actually can explore and enjoy it. From mid game it becomes a grind which I want to avoid by adding more quest that entail exploration.
Do you have a team, a following, the funds for this project ?
I’d rather have 5 polished weapons with different animations and mechanics and just make a skin system and a crafting system that just increases the stats of the weapons, but that’s just me.
Nope doing everything solo. I have made good progress over the last 2 - 3 years. I don’t have the funds for a proper team but I do want to make this game so I’m gonna do everything by myself for now.
By the way, that is totally fine if not even healthy. Sometimes not having a team may speed things up and allow your ideas to be more expressed in your game. I build without a team and it works great good luck on your project!
is it possible you test out the core game with like 5-10 weapons?
how fast would you expect the players to obtain them (thus burn through the content)?
I feel that it is important to have a solid game loop and metrics first. then if the response is good, adding batches of weapons would be a happy problem. and you would have more control of the situation
If you look at other games like Fortnite, you see they have a few weapons every season. If you count all the unique weapons for every season ever, they do add up to be a hundred or more. So maybe, you can let there be every season few weapons out of that total and vault the other weapons? It depends on the type of your game.
I’d want roughly 60% of the weapons, items, and other things to be available through regular means, shop, quests, drops, rewards, etc. The rest should be unlocked through achievements and adventuring. They will be difficult to obtain and I plan on giving just enough information for them to know that an item exists but not how to exactly get it.
None on roblox, they’ve all been either dumbed down for roblox kiddies or are to old to be ambitious, or I just haven’t played them (looking at you, deepwoken)
I can, however, easily list a terrible example which is something you should avoid recreating at all costs: Swordburst 3.
There’s a very obvious reason this game failed as hard as it did, it sucks. If you want, look at videos (shameless self-promo I’ve made a few, so you can look there) and you’ll get an idea of what not to do.
Although, really, its as simply as:
DO NOT make progression linear
DO NOT make the maps linear
AVOID making anything progression-related linear
ADD secrets in the map, could just be hidden locations or puzzles to get stuff
DO NOT make repeat quests. They suck. If you want exploration, avoid these at all costs.
Make exploration a certain aspect of progression, you won’t be able to, or it’ll be harder to progress without exploring. (And by exploring, I mean going all directions, not just forward)
Avoid P2W entirely, and make only paid content cosmetic / not that useful / having free alternatives. Example: A revive item. You can pay robux for them, but they can also rarely be dropped from x, y and z.
Anyway, good luck with your project and don’t make it a terrible game.
What do you mean by linear maps and linear progress? I want exploration to be the main thing. Sort of a “you could try to be lucky and get the item from the shop and pray its in stock, or you could just explore or do the quest/requirements to get it”. I hate P2W with the intensity of a thermonuclear explosion, so I’ll try to avoid it at all cost by having items that you pay for to be free but rarer than usual. I’ll make it so that some of the strongest items have to be obtained by exploration, like testing what happens when you try to merge 100s of random items. They will be free but hard to get. I also plan to make it so that some achievements give skills or abilities. I also want it so that what your ability does scales of the level of the skill. This will allow for 2x mastery and other things but it wont the game P2W. I’ll have all quests be repeatable, some with a cooldown, but it wont be necessary to repeat them dozens of times to advance, looking at you Blox Fruits.
Linear Maps:
A single path from A-Z (Start-to-Finish) with no other paths of significance, and everything stems off the one path and is close to it.
Linear progression:
Having 1 forced way to progress, 1 set location, 1 set enemy type etc.
And the reason you should avoid both is well, because they both just toss exploration out the window.
Again this listed thing is a problem Swordburst 3 had, and is a massive factor to why it flopped so hard, and why its a good example of what not to do.