Maplord - GPS RPG

TStudioZ

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Jul 28, 2014
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android_central.png

Hello,

I released an alpha version of my new GPS RPG called Maplord.

You play on a real map and in dynamic virtual world, so monsters are actually chasing after you. You can talk with people, collect things on map and enjoy other role-playing-game features.
The game runs offline, allowing you to play anywhere (uses Google Maps).

Join the testers community first:
https://plus.google.com/communities/105158429821007413447

Then the link to Google Play becomes active:
https://forums.androidcentral.com/e...s/testing/com.tstudioz.maplord&token=7qi_Tzd6

I would appreciate your thoughts and feedback, enjoy.
 
Last edited:

itterN

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Feb 11, 2016
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Device: Nexus 6
Android Version: 6.0.1

Splash screen:
  • Crash
    • Path: Maplord -> splash screen -> long delay -> orientation change -> character list screen -> back
    • Note: sent crash report
  • Crash
    • Path: Maplord -> home key -> maplord -> character list screen -> back
    • Note: sent crash report
  • Stuck
    • Path: Maplord -> splash screen -> short delay -> orientation change
    • Result: endless splash screen
    • Expected: character list screen
 

itterN

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Feb 11, 2016
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Device: Nexus 6
Android Version: 6.0.1

New character screen:
  • State loss on orientation change (name/color)
  • Long press on character triggers click event (delete dialog and character screen opens)
  • Unexpected screen displayed on orientation change
    • Path: select character -> back -> orientation change -> orientation change
    • Result: character information screen
    • Expected: character list screen
If the device is in GPS only mode "start game" generally displays a location not fixed dialog - that dialog should either wait for a GPS lock or request that the user try again after a GPS lock has been achieved. Either way, the app should probably request the location mode be changed to "high accuracy", as is done in Google Maps' "improve location accuracy" dialog.
 

itterN

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Feb 11, 2016
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Device: Nexus 6
Android Version: 6.0.1

Game screen:
  • Various long click issues (both actions are performed)
    • Example: loot dialog -> long click on item
    • Result: detail dialog appears and item is looted
  • Dialog z-order
    • Example: quests -> select quest -> orientation change
    • Expected z-order (top first): quest information -> quest list
    • Actual z-order (top first): quest list -> quest information
 

itterN

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Feb 11, 2016
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Various general gameplay observations:

Interface elements could be communicated more clearly - attack buttons could be disabled when out of range (or similar), attack effects could be clarified (was an attack a miss, a hit that did not kill the target, or something else?), combat results could be clarified (did the player gain experience/how much?), and quest locations could be clarified (among others). Game mechanics should be detailed as part of a help dialog or similar.

Broadly speaking the basic gameplay elements feel cumbersome - the idea seems to be for the user to move from point to point in the real world to unlock actions in the game (as far as I can tell). Are users intended to walk from place to place with their phone out interacting with the game?