Instant Transportation Option for Certain Quests

Certain quests may benefit from an instant "Travel to (location)" option.  For example: the Genetics quest "Clawing Your Way to the Top" requires you to immediately travel through multiple areas to reach your destination.  It may be beneficial for the quest giver to give the option to immediately teleport to the zone.  This could be easily done by having the option to talk with them after the quest is given and select the option to do so.  Given the length and amount of time it would take otherwise, it may cut in to valuable class time.

Up-vote, Great Idea! There's no need to waste time on traveling if its a learning game and not grinding game. Maybe other options for map warping should be put in play later?

Agreed, also important for students that have issues processing instructions.  I would hate to bog these individuals down with navigating the game in addition to learning genetics.  Needs to be simple for these students or the educational objectives will get lost.

I just tried the game with a class of 9th graders. The 'creating world' screens took a very long time, which students are not able to handle. Some screens took longer than others, and this aspect of the game created some classroom management headaches.Is there any way to generate the worlds in seconds rather than minutes?

You have some great points, and we totally agree. We are working with our developers to see if they can improve the loading times because we know it can be a serious barrier!

As for the instant transportation method, it's something we might be able to add at some point. If we do, what would you like it to look like? Talk to a character to go somewhere specifically for a quest? A special teleport tool? A hovercraft subway system you can buy tickets for? What else?
-The Radix Team

Maybe an organism (something that flies/teleports/etc.) or a type of "avatar upgrade" in which you gain/buy a plumebill (or a creature of choice) to ride around, that walks much faster than you?

Having played many a 'travelling' game, I believe there is no real reason not to have instant travel to a place you have been before, as long as it is not adjacent. The reasons for forcing adjacent travel is to reinforce the player's orientation memory. I am particularly weak at this so any 'practice' I get is beneficial to me. Additionally, I am a scatter-brain and never really bother to remember places and names if it is meaningless to do so (to me!) So, for insta-travel I would like to see the player having to type in the name of the place they want to go. Forces the use of short term memory and carefulness. There is more to playing a game than just the facts (-:

You don't need to reinvent the wheel, just look at what other games do. Most intuitive means of moving people distances is to allow people to click on the map where they want to go and be there instantly. On the topic of movement, I would add :

  • - Shouldn't need to "click" on a small designated ground icon to get from one area to another. For several decades most games have allowed that once a player reaches a certain point on the screen they move into a new area automatically, sometimes with a brief transition screen (such as a fade down or signpost) to indicate you've moved from one scene to another. I find the current game method unintuitive and clunky. I sometimes have to hit the icon several times, moving the mouse a little up, down, left or right, because it is very particular to where you click rather than allowing less sensitivity so anyone clicking in the broad area could trigger it.
  • - When I started playing this game I had trouble moving the character around. It took me some time to work out that you are meant to hold the mouse down continuously, as I am used to modern game user interfaces that allow a single point and click to get to a location. When I tried what feels natural to me, the character would only take one step at a time. Very frustrating! Click click click click...! Using the arrow buttons on the keyboard was equally frustrating because how the game is stretched on the grid the most efficient movement would be diagonal, yet the arrow keys are up, down, left, right --- so my character would have to take 2 steps instead of a direct diagonal 1. I did work out the user nativation in the end, however it is a very old fashioned user interface and I don't know that kids are going to be patient with it when every other day they are playing modern games that are far more seamless with their UI. This reminded me of the old Kings Quest games, which I loved when I was a kid, but that was almost 30 years ago and game design has moved on since then.

Teleport could very simply be clicking on a location on the world map and arriving in the center of that area. I'm trying to get a student interested in the game to help him review biology but the time it takes to travel across the world to a remote location is very frustrating.