Running Quest : Endless Runner / Action-RPG Hybrid. A runner w/ meat on it's bones!

Discussion in 'Upcoming iOS Games' started by Stingman, Nov 1, 2013.

  1. Stingman

    Stingman Well-Known Member
    Patreon Bronze

    Aug 14, 2012
    249
    0
    0
    App / Game Developer
    The Bay Area
    Release Date and More

    Updated the feature list of the app as well as posted a new promo picture for the game in the first post. I'm also posting to confirm that Running Quest will be released on February 26, 2014. New screenshots and video coming soon.
     
  2. Stingman

    Stingman Well-Known Member
    Patreon Bronze

    Aug 14, 2012
    249
    0
    0
    App / Game Developer
    The Bay Area
    New Screenshots

    I just posted some new screenshots of the game. Take a look at the first post of this thread to check them out. I'm going to make a Gameplay trailer showcasing many of the game's different features. Expect this video out sometime in January.

    Happy Holidays TA and forum community!
     
  3. Stingman

    Stingman Well-Known Member
    Patreon Bronze

    Aug 14, 2012
    249
    0
    0
    App / Game Developer
    The Bay Area
    Feature Tips

    Hello Forum Community,

    If there is a feature you think would be a good addition to a game like this I'd love to get some input. Running Quest is packed full of all the traditional content you expect from endless runners and RPGs, and then some. But if anyone has a great idea for something they think would be really cool I'd love to hear it. Even if it's just something that you would expect from this type of game I'm all ears as I want to do my best to provide players with the best experience.

    I may have a little more time to squeeze in some more content before the scheduled release date of February 26, 2014.

    So don't hesitate to put those game developer hats on and send me some info you think would be cool in this kind of game. I'll be posting some new gameplay video soon too. Another couple of weeks and I'll have something new to view!
     
  4. Stingman

    Stingman Well-Known Member
    Patreon Bronze

    Aug 14, 2012
    249
    0
    0
    App / Game Developer
    The Bay Area
  5. ste86uk

    ste86uk Well-Known Member

    May 9, 2012
    6,774
    1,003
    113
    Hm well I do dislike 99.9% of runners as they do not keep me coming back for more generally. I am interested in keeping an eye on this as I love fantasy/medieval themes and rpg especially.

    I don't think I've seen anything on pricing and IAP? Also wondering if different gear has different appearances so maybe the best makes your character look super cool? Also wondering if it has passive or active skills?
     
  6. Stingman

    Stingman Well-Known Member
    Patreon Bronze

    Aug 14, 2012
    249
    0
    0
    App / Game Developer
    The Bay Area
    Response to ste86uk - Game Info, Pricing

    Hi Ste86uk,

    Great questions! Here are the answers:

    1. There are 3 armor sets for each playable character resulting in 6 different armor sets. Each armor set has a different appearance. You can upgrade the stats on each armor set as well. There are 3 tiers to each armor set. The stats include HP and Power. HP represents how many hit points you have and power represents how fast you generate power to use your special abilities. This leads me to #2:

    2. Abilities: You earn new abilities at level intervals. Unlike every other runner that uses magnets and speed boosters etc, these abilities cannot be bought as consumables via IAP, or are not gained throughout a run. Abilities are earned as you level up, just like an RPG. In an RPG when you level up you earn new spells if you're a mage, new attacks if you're a warrior etc. The same goes for Running Quest: you will earn new abilities that will strengthen your character and help you progress more. I can't stress enough that Running Quest is about progression and building up your character. New abilities can be unlocked with virtual currency (coins) once you become of a specific level to use that ability. To use the ability you double tap the screen once your power meter fills up full (just like temple run 2). This brings me to #3:

    3. Pricing: The game will be premium and we're going to release it for $1.99 USD. The game does feature in-app purchases but you will never be forced or conned into buying anything. This is a premium title. You might wonder why we even put IAP in the game? Well the reason is simple : The game is all about progression and building up your character so you can see and experience more of the game. Just like an RPG, the better your character becomes, the more you can do and the further you get in the game. Think of World of Warcraft. If you are level 10 do you think you can survive in a level 30 dungeon? Probably not. But you keep playing and building up your character so you can. In Running Quest there are actually only 10 levels but each one takes longer to gain. You gain xp and coin by killing enemies. You will also earn extra coin and gems from leveling up and completing challenges. The IAP simply exist for players that don't want to level at the game's progression rate and want it all right from the start. If that's the type of player you are then you can do this. We have no problem with buying your way to the top, but we did not structure the game to rely on this in the least. There is absolutely no IAP necessary to beat the story part of the game or to level up to max and obtain the best armor sets and weapons.

    4. There are 6 different weapons for each character for a total of 12 weapons in the game. They each have a different look and stats as well. The stats are as follows :

    Damage - Your weapon must have a damage rating high enough to defeat the enemy. If it does not then the enemy will parry your attack and you will not be able to kill them and earn the XP/coin. Thus killing low enemies until your weapon is strong enough to kill higher level enemies is part of the game. Thievery is the second stat: it increases the amount of coin an enemy will drop. So the higher the thievery rating the more coin you will gain. Running Quest is pretty generous with the coins though. The challenges award you nicely too.

    5. There is an actual story to this runner. You are chasing a rogue named Nimus and you will meet him at every point you enter a new world. When you finally arrive at the Clockwork Factory (boss world) you will have a showdown with Nimus. The boss fight is very unique to the runner genre and will definitely keep you on your toes. It's really fun. If you defeat Nimus then you will enter nightmare mode, which is an extra-difficult game mode, but it's pretty cool.

    So you always have the option for just running for a high score, but there is a lot more to this game and a different approach than any other runner we've played.

    Thanks for your questions :)
     
  7. Exact-Psience

    Exact-Psience Well-Known Member

    Jan 12, 2012
    22,664
    3
    38
    The Work-At-Home Guy
    Philippines
    I actually already like the game, then i saw the special attack that the character is just spinning. o_O
     
  8. MrMojoRisin

    MrMojoRisin Well-Known Member

    Jul 27, 2012
    1,183
    0
    0
    Great concept and the game looks good overall, but I just want to share one criticism I have based on that last gameplay vid. The combat interactions look REALLY floaty and disconnected. For a game that is doing something great like adding combat to the infinite runner formula, I was hoping that the actual fighting would look spectacular, but it's not there yet, honestly.
     
  9. Stingman

    Stingman Well-Known Member
    Patreon Bronze

    Aug 14, 2012
    249
    0
    0
    App / Game Developer
    The Bay Area
    Feedback

    Hey guys, thanks for your comments. Exact-Psience. Yes the attack you saw is called "Frenzied Blade." It's a fast spinning attack that allows you to kill any enemy regardless of your weapon's damage level or the enemy's level. It lasts for 15 seconds. I got the idea from the old school TMNT games I played as a kid where you would collect the spin powerup (think turtles in time) and you would spin around and just wreck all the enemies.

    Aside from this though it actually never occurred to me that the combat looked a bit "floaty." I went through several iterations of combat before settling on what the game is like now. It's definitely a challenge integrating combat into a game like this but it's been a fun challenge. I would love some input on what you think could be done better. In the meantime perhaps I'll work on creating some upgraded character animations and spice things up a bit.

    Valuable feedback. Thank you :)
     
  10. ste86uk

    ste86uk Well-Known Member

    May 9, 2012
    6,774
    1,003
    113
    I can understand about IAP being included and don't blame you but I'm happy if it's not needed at all though, I don't blame you making more cash off impatient people.

    I like the sound of the weapons and skills, do you mean like swords, maces, Warhammer ect? As for skills can we only have one at a time as it triggers when the power bar is full?

    The only thing I noticed of combat was it seemed to slow down a bit before some hits but put it down to it being an unfinished game.
     
  11. geno11233

    geno11233 Well-Known Member

    Nov 29, 2013
    1,054
    0
    0
    I think you should try to add some sort of little things in the environments such as birds flying around and things like that. Just a thought.
     
  12. MrMojoRisin

    MrMojoRisin Well-Known Member

    Jul 27, 2012
    1,183
    0
    0
    Maybe it was just the quality of the video, but it didn't look like the sword is hitting the enemy, and I wasn't sure at all what he was doing to the guys on horseback.

    Are you looking for anyone to help beta test this? I'd be happy to play it and give feedback. :)
     
  13. Stingman

    Stingman Well-Known Member
    Patreon Bronze

    Aug 14, 2012
    249
    0
    0
    App / Game Developer
    The Bay Area
    Responses to last few posts

    Hey guys, here are some responses to the last few comments:

    1. ste86uk :

    There are 2 players. A male warrior and female scout. The warrior wields large 2 handed swords / axes.

    The female scout wields 2 daggers / short swords. Each weapon set looks cooler than the last and has better stats :) Always something to look forward to there.

    What you see in the gameplay video is the first armor set and starting weapon for the warrior.

    As for skills: Yes you can only have one skill active at any time. In the main menu there is an abilities sub-menu. You can set your active ability there and that's what will be active when playing the game. I can understand if you would like to be able to choose during gameplay. The problem is the device and screen usage of doing such a thing: On such a small screen I didn't want to cover it w/ buttons (to select the ability you wanted). When the power bar was full I originally slowed down time and a pop up menu appeared allowing you to select your ability. Then when pressed it would activate and time would resume at normal w/ your new ability activated. I really didn't like this b/c it covered too much screen space and killed my player a few times while trying to select an ability in time. It wasn't efficient. The no-icon, double tap thing just seemed to work out better. One third option I considered was lining up some small icons along the right side of the screen and allowing the player to tap on the icon representing the ability they want to use. Thoughts on this?

    Also, yes you temporarily slow down when attacking. I did this to help manage the attacks better because your speed will constantly increase as you run (at a very slow pace but it does increase). And thus when things get too fast paced people had trouble getting attacks in time. By slowing down the speed during an attack it allowed people to prepare for the following attack or obstacle, should one be present. It really does seem to help.


    2. geno11233 :

    Thank you, I think this could be a nice touch too. I do love environment effects so I'll see what I can toss in there before release.

    3. MrMojoRisin :

    The video quality definitely does not compare to the app quality. The game is very polished and there was def some lag here and there. However, you bring up some great points and now I understand. Also, do you think adding shadows to enemies will help w/ the "floating" effect? I limited shadow usage to increase performance but I can see what I can do. Haha good point on the horseback. I'll revise the parry system a little bit. The problem is the attack animation got cut short in the video and you only saw the block effect. I will make that more apparent in a revision.

    As far as beta testing goes I have had a handful of people beta test it so far but of course I'd be interested in having more. I'd be open to adding you as a beta tester and perhaps others too, but probably not for another week or two so I can make a few of these changes and apply some more updates first! :)

    I must point out that the following devices are supported :
    iPhone 4s, iPhone 5, iPhone 5c, iPhone 5s, iPad2, iPad3, iPad4, iPad mini, iPad mini w/ retina, iPod touch 5th gen

    If you don't have a device in the above list the game won't run (or won't run well at all and will likely crash). Running Quest definitely has a bit of an overhead and once you play it you'll likely realize why it requires some more powerful devices to run. The old a4 processor in the iphone 4 simply doesn't cut it. But if you're interested in testing sometime later this month then yes that would be cool.
     
  14. MrMojoRisin

    MrMojoRisin Well-Known Member

    Jul 27, 2012
    1,183
    0
    0
    Cool, I sent you a PM about testing. Shadows might make things look more solid, but I can understand if you left them out for performance reasons.

    I guess I just need to see it on my actual device in order to see if I have the same thoughts that occurred to me while watching the video. I look forward to getting that opportunity.
     
  15. ste86uk

    ste86uk Well-Known Member

    May 9, 2012
    6,774
    1,003
    113
    That sounds good, I'd look forward to getting cooler looking gear and stronger of course : ) two handed swords and axes sound good and you could always make other fantasy weapons in the future.

    As for skills it's hard to say the way you have it sounds good or if at the moment the only way to change skill is out of the game on the menu maybe add the ability to change it by pausing? Also wondering if when unpaused it counts down from 3? A line of skills at the bottom would be good so you can chose different ones at different time but unsure the space it would take or what it would block even translucent.

    If you did add beta testers again I'd definitely be interested too : )
     
  16. christopherrocs

    christopherrocs Well-Known Member

    Aug 15, 2013
    553
    0
    16
    Hey, looks pretty cool, but is there iPod 4 support? Really exited for this one never tried blood roofs so this is huge! O sorry just saw the answer... Well guess its time for blood roofs then...
     
  17. Stingman

    Stingman Well-Known Member
    Patreon Bronze

    Aug 14, 2012
    249
    0
    0
    App / Game Developer
    The Bay Area
    Beta testing interest

    Thanks for the PM's people. If you are interested in beta testing I will have a new and near final version of the game available in a couple of weeks at most. At which point I will be happy to provide you with beta access. Please send me a PM here on the forums and I'll add you to the list. I will be in touch when the game is ready for further testing.
     
  18. Stingman

    Stingman Well-Known Member
    Patreon Bronze

    Aug 14, 2012
    249
    0
    0
    App / Game Developer
    The Bay Area
    Response to ste86uk

    Hey Ste86uk,

    Also wanted to let you know that yes, if when un-paused there is a countdown timer that counts from 3 to 0 before you start playing again. This occurs after dying and reviving as well (if you revive of course).

    Also, I decided to take some of your comments into consideration and I got rid of the slow-down effect for the game combat. The player will now stay at current speed and will not slow down when engaging in combat. Thanks for the suggestions :)
     
  19. ste86uk

    ste86uk Well-Known Member

    May 9, 2012
    6,774
    1,003
    113
    Sounds good, I'm looking forward to seeing how it plays.
     
  20. sink_or_swim

    sink_or_swim Well-Known Member

    Feb 4, 2012
    3,504
    5
    38
    Germany
    Don't know if this has been asked before.. How many times can you revive per run? Is it limited?
     

Share This Page