Rezilia
Member
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quote:
Here is an image of how the UI looks like on Mobile, released on the DNs: click here! The D-Pad needs to be larger and the mobile UI should be movable. The 2 left-most skills need to be in a row and placed on top of the auto-attack button. There needs to be the option to put a jump button on the screen, at the same size as the skill buttons. Players should have the option to change the transparency of the keyboard so that they can still see the game behind it if they desire. There should be an option for whether the keyboard/chat should be disabled if the player is attacked. Having the edges of the keyboard flash red while the player is in combat is a must, although that should also have an enable/disable checkbox. Having experience with over a hundred mobile games with this setup, these are necessary to have a complaint-free control system. quote:
What sets AQ3D apart from the likes of Runescape, or other 3D F2P MMOs? I'm using Runescape as an example because AQ3D's gameplay and overall feel are very similar to Runescape Runescape is non-linear, classless, focuses on crafting and combat, seamlessly open world (which means there's no loading screens or lag between areas), restricts access to the majority of the game unless you pay for membership, and allows you to place an unlimited number of your skills on a skillbar. AQ3D is linear, multi-class, focuses on combat, separates areas and lags between them (yet has no loading screens), and has only 4 skills per class in addition to auto-attack. If it follows AQW's example, only a minority of the game will be kept from free players. Outside of membership, RS is far less P2W than AQW and AQ3D might become just as P2W if the Kickstarter is any indication. AQ3D's controls and combat are more similar to mobile MMOs than browser MMOs.
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