I am neighter a child, nor a teacher but I will try to give a design of a math game.
You get questions, like normal. Questions will give you 5 points each if awnsered correctly.
If you awnser it wrong, you lose 1 life (out of 5)
For each 100 points you go up 1 level. If you level up you have less time to awnser questions, or more difficult questions. If possible, give all levels a theme.
bonus points can be scored by
25 points for awnsering 10 questions correctly in a row.
5 points for awnsering it quick (< 15 sec.), or +10 points if really quick (< 5 sec.)
Some other advises:
Never use penalties! but hand out bonusses whenever possible. This will give the player the feeling that they are good, and allow the persons who are good to pass easily throug the "boring" levels.
Save points can be used to cut even more through the boring bits.
Achievements and PERSONAL high scores can be good motives as well.
Sometimes, you can do X. You can gain Y if you succeed, but risk Z.
Examples
If you have enough adrenaline you can use the power "Beserk". You can gain Extra damage based on how wounded you are, but risk dying, if you have too much damage.
Sometimes you can try to sneak past a sleeping dragon, You can gain a lot of treasure but risk waking a moody dragon, and become as black as toast. (Of course it could also be a camp of goblins or something similar)
First set a percentage how much art you are willing to change.
Then look at all art and list.
What can stay the same.
What can easily be converted. (e.g. Scaling)
What needs to be changed to make it look good. (E.g. Scaling some parts)
What needs to be completely redone.
Now you can make a time estimate. Part three, and that is the most important part, is making a decision that YOU feel comfortable with. Don't let anyone dictate you!
What would be your suggestion to the location of the save file?
(A better directory can be turned into a ticket in github, maybe with converting support)
I am neighter a child, nor a teacher but I will try to give a design of a math game.
Some other advises:
Is it open source?
Under what licences?
What art of OGA was already usuable?
Other option are:
Witch
Have a witch in one of the villages who can clear your mind.
This will un-train one of your skills. (How much XP you get back from it, is another question)
XP Loss
This is a variant of the "all skills are seperate" method.
In one sentence it is "all skills are seperate, and you will lose XP over time for each one"
It seems that if you color them, add light and shadow, you also have good inventory items.
While newbishly playing the game, I found the following questions. (Note: I didn't read the conversations of the NPC's that well)
Conclusion: The game is not yet newbie proof. On the other hand, coding this is not an easy achievement. Keep on the good work.
Some new ideas (due to the new story line)
Allies: Not all creatures are on the same team. If they see someone on a different team, they can:
Catapults: Shoot slow, unaccurate moving rock projectiles (in a parabolic bow). They deal a lot of damage.
@anonymous: I haven't looked at it from that perspective, but I must admit, you're right.
In general I think we need more of:
Sometimes, you can do X. You can gain Y if you succeed, but risk Z.
Examples
The method that I would use is:
First set a percentage how much art you are willing to change.
Then look at all art and list.
Now you can make a time estimate. Part three, and that is the most important part, is making a decision that YOU feel comfortable with. Don't let anyone dictate you!
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