Core Features - particlequest/ParticleQuest GitHub Wiki
Although BrowserQuest is an amazing video game with a robust engine and a fun game mechanic, its simply not enough for conveying the experience we have in mind. Because of this, changing the graphics and the maps will be just the beginning and some core functionalities will be implemented to extend the engine.
Inventory

We all love quest-based games such as The Legend of Zelda. It's a pity that BrowserQuest only implements an achievement system and a linear way to level up. ParticleQuest's inventory should have:
- Key items.
- Weapon mods.
- Achievements.
- ...
Leveling up
For those who don't know, each collision in the LHC serves the purpose of producing data that is later on analyzed for increasing the certainty about a given event. This certainty is called Sigma and it defines the level of knowledge of the hero, allowing him to enter new areas, use new devices for the Anti-Sword and more.
To obtain xp, it will be dropped by enemies when annihilated with the Anti-Sword in the shape of scattered bits (0s and 1s).
Achievements

Nobody doubts that achievements have come for staying with us. BrowserQuest already implements them, but in a quite obscure interface. It would be cool to extend the achievement system into a sub-quest inventory to help the players explore the game in the same way that Minecraft does.
In addition, we could implement Mozilla Open Badges and maybe even go further and integrate the system with CERN Land.
Triggers
If you spent some time playing around with BrowserQuest you have probably noticed that you can go straight to the final boss and the only thing hindering your progress is the agro enemies that kill you. Therefore, there is nothing in the world reacting to your actions, and due to this is easy to grow tired of the same mechanic over and over.
The way to avoid this repetitive gameplay is by implementing triggers and states. With them we'll be able to create a storyline with dungeons, puzzles, NPCs reacting to your actions, etc.
Multiplayer?
A question arising from implementing triggers is how they could be integrated with the BrowserQuest MMORPG engine. Some ideas to workaround this issue:
- Open world with instantiated dungeons (challenging for the developers).
- Solo-game (boring for everyone).