![]() In fact, you do not have to do most of the game in order with the way we are restructuring it. Of course, you do not have to do these in order. This is an unlockable list of stories & quests that will move you towards your ultimate goal of defeating Vane and his minions. We created a new top menu item called "ADVENTURES". such is the case with Skarn, the Alchemist of the Void.) Story Structure 101 (Villains are often surrounded by things even more powerful than themselves. But our super stupid *the name that shall not be mentioned* content management system swallowed the post into the abyss. Secret- I originally wrote this post last Friday. We should be able to show it to a non-gamer and they should be able to "get it" without explanation.The menu should not be too deep (less clicking = better).So, last week we re-layed out the entire main game menu with a few goals. Rabbflefroth said, "Do you really need a book? I mean, you could just improve the existing menu right?" She is one of my favorite characters from the upcoming storyline.) why did we not impliment it in AdventureQuest 3D from the beginning? (Of course, hindsight is always 20/20.) But then, Rabblefroth said. It was such a good idea that you have to wonder. At any time, you could use this book to see your progress through the game. Also, in that game we introduced a book called "The Book of Lore". We would like to use a different strategy here XD. leaving the vast majority of the game purple. For example, the AdventureQuest World's villain, Drakath, was purple and chaos themed. Also, our main Villain is not behind every problem in our world. It did not account for all of the adventures in between that connect the main story points. But in practice, this ended up being extremely limiting. Travel to a place, do the adventure, get the rune, return. Last year we introduced the Rune Gate (those floaty ring of runes above the travel crystal in town) with the intention of using it as a visual indicator of our World Story.The idea was straight forward enough. (And also what fun bonus things there are to do) The obvious answer? Three little words. At any time and from any place in the game, you should know what you have done and what to do next. To properly tell the story where you cross blades and spellbooks with AdventureQuest 3D's VoidKing ( and his fascinating rogue's gallery of minions) we need to change how we tell the story. ( Yours too? Weird how much we have in common) Which is why, this is not at all the topic of today's world story post. Coming up with wicked villains and their motivations is one of our favorite things to do. ![]() Some, very unique ( like Ziri from AQWorld's Throne of Darkness) and some more traditional ( like Sepulchure the DoomKnight from DragonFable). We have had A LOT of villains and monsters across our video games. Why would they? From their perspective, they are just living their life (or un-life if they are undead) and doing their thing. Of course, none of them actually think THEY are the villains. You have not met the vast majority of AdventureQuest 3D's villains yet. You are the the architect of your own future.
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