The Coffee Quest (CQ) series started off as an attempt to
create a web-based role-playing game using the then-new Java programming
language. Java, while a very successful language in many areas, failed in the
browser and has been replaced by JavaScript using HTML5 components and CSS3
style sheets. This tends to be collectively called HTML5. My original plans for
porting to HTML5 was to simply use an engine that supported HTML5 and
finally get around to getting my CQFS engine working by building off the back
of another engine. I started experimenting with the Unity engine but really do
not like that engine. Then I remembered that for a game jam I participated in
back in 2012 that I started working on a FPS version of Coffee Quest. That
existing work, while still in an early development stage, would be perfect for
the first three games in the series so I decided I would do a Coffee Quest
Trilogy game that would combine the first three games into a single package. As
this game is developed, the individual episodes will be released on
Spelchan.com giving visitors to my site early access to the game.
The enhanced HTML5 version of the game will be mixed-time
combining both real-time and turn-based play. I may make the option of an FPS
mode where the game would be fully real-time. Each game in the series will have
multiple episodes to reflect the different maps, and possibly a number of new
maps, that will be made available. I have not decided if in the final game to
lock the maps and require players finish other maps to unlock additional maps
or if to make everything accessible. A third option would be to have all the
Coffee Quest 1 maps initially unlocked to the player and once they have
finished any of the maps, to unlock all the Coffee Quest 2 maps. Once a Coffee
Quest 2 map has been completed, then the Coffee Quest 3 maps would be made
available.
My ideal release plans, which knowing history are very
unlikely to work out, are as follows:
Quarter 1 of 2019 would be the release of the Coffee Quest
release candidate with a new map (or two). The goal here would be to have a
better automap, better quest status area, and the ability to click on the
automap to bring up a full-screen map screen.
Quarter 2 of 2019 will hopefully be the beta release of the
Coffee Quest 2 module which introduces monsters and inventory to the game. The
Coffee Quest series uses the concept of conditions to weapons where the weapon
deteriorates in quality over time and will break if the weapon or armor
deteriorates too much. One change that the enhanced version of the game will
have is that picking up additional copies of the same weapon will simply
improve the quality of the weapon if you already have that weapon instead of
filling up slots in an inventory.
Quarter 3 of 2019 will hopefully be the release candidate
version of Coffee Quest 2 with a new map and enhancements/fixes made to the
game.
Quarter 4 of 2019 would be a new Christmas game using the
CQ-Trilogy engine.
Quarter 1 of 2020 would be the beta of the Coffee Quest 3
game which would introduce multi-floor towers.
Quarter 2 of 2020 will be an easter-themed game using the
CQ-Trilogy engine.
Quarter 3 of 2020 will be the final build of the Coffee
Quest 3 module.
Quarter 4 of 2020 will be the beta release of the combined
game and will have some new maps as well as a halloween themed game.
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