KT_Cobra wrote:Nante, just a suggestion about multiplayer:
You mentioned before that you're not sure if you're going to implement it, and if you do, you're not sure if it's going to be real-time multiplayer or delayed turn-based.
I just want to throw in my opinion while you're developing part 2. Make it delayed turn-based if possible. For example, if three players are playing cooperatively, one player takes a turn and ends his/her turn which then sends a notice to their teammate's phone (device) notifying them that it's their turn, and so on. A quest can go on for quite some time like this, but it can also be pretty quick if everyone is away from work.
Again, just a suggestion.
Hi, thanks for the suggestion. I really need to see if the game will have enough users to see if it's worth a multiplayer implementation.
Server costs are pretty high and would need to be covered by the game revenue.
It's something I will evaluate later on

































