There are some good questions in here, so I'm going to break them apart. If anyone hasn't noticed now, my dev super power is writing
really long posts.
mara wrote:
Welcome, kinak. I look forward to seeing what you can do. I've really enjoyed playing this game for the past 10ish months. I wish you luck trying to fill some pretty big shoes. With that in mind, a few questions from someone who has played metroplexity:
Thanks, Mara! And it's nice to see you over here too

mara wrote:
Do you intend to change any mechanics (combat comes to mind here)?
If the question is "do I plan to make combat like Metroplexity's?" then, no, not at all. I don't want to because, even in a vacuum, developing two games with the same combat system would be really boring for me. But if I decided to for some insane reason, it would require at least as much effort as just developing a new game from scratch. That's just not in the cards. Get it? Cards?

Sorry.
It the question is "do I plan to make improvements to combat?" then absolutely. I'm not sitting on any revolutionary plans, but I'd expect to see lots of evolutionary changes as more skills, equipment, sidekicks, and combat items get introduced.
mara wrote:
Do you intend to keep the iotm structure the same?
To me, donation structure is all about player feedback.
For example, Metroplexity's current structure is because resets (their retcons, for those reading along) were getting swamped with donation items and losing differentiation from one run to the next. So, I stepped in and fixed it. I even managed not to tick off too many people, which honestly kind of shocked me at the time.
So, I don't foresee having to make major changes to the donation structure. But if there are problems it's causing people, I'm happy to have that conversion.
mara wrote:
How would you feel about making something similar to your guilds? (I personally think having guilds/clans is a great way to retain players as it builds a further sense of community.)
I think of them as "leagues," but yes, they're very much in the works.
I talked a bit above about having a lot of burners. The one that's in the very front is actually doing the development code changes I talked about a bit in my first post. If that goes half as well as planned, Cristiona will be able to make some pretty serious headway on cool new solo content while I work on the leagues. So, I'm not going to pretend to be able to give a date, but expect these sooner rather than later.
On a side note, I think it's kind of funny when people bring up player retention as a reason to have guilds. They absolutely do increase retention, but it makes me feel like people assume I'm in this to make a buck.
If I'm going to implement something, it's because I think it's cool and will make the game more fun to play. If coolness and fun aren't enough to retain people, that's sad, but the only thing worse than someone leaving is someone who feels trapped playing a game they don't enjoy.
Anyway, I was introduced to the genre through big cast Marvel comics, so my touchstones for superheroes are the X-Men and the Avengers. That team aspect isn't required to be part of the genre, but I feel like the genre is missing something without those teams.
Which is to say: Leagues are coming, but they're only launching when I feel they've captured that kernel of what superhero teams are
about. I couldn't forgive myself as a designer if they were just an in-game networking tool.
mara wrote:
How about time allocation? Is metroplexity your first priority?
Exciting and no, respectively

Scheduling is something very flexible to me. I'll be in the middle of, for example, working on Metroplexity's Halloween content, decide I need a break, and check the forums here. I'll be looking over the code here and it'll remind me of something I meant to implement two years ago in Metroplexity. And on and on. There will also be days where I will just power through eight or more hours of coding and design on one, wondering when the sun set.
There'll certainly be days when I'm in crunch mode on one, especially rolling out a new quest or fixing a major bug. The day after that, rather than decompressing by designing something nobody will ever see, I'll end up doing design on the other game instead.
"I basically flip a coin every hour, so they should come up about even" may not be the most comforting answer, but it's the most honest.
mara wrote:
Lastly, who's going to do your artwork?
*waves*
I can't draw (even saying I can doodle is generous), but I'm not a total slouch with graphics programs. Puyo will obviously keep doing Metroplexity's art, but I can handle Twilight Heroes'.
Honestly, once I settle in, it should be fast enough that it'll take less time than describing what I want to someone else.
Cheers!
Kinak