Undead Phoenix
Arcane
Alrighty, so looking upon what the next year holds for the RPG genre and thinking that every title and its concept (except ZRPG) sounds banal, shit, boring, and that I could probably design a better game than most of those overpaid PR machines. So instead of going about this like a sensible man, like telling myself that it's a lot harder to do than you think, learning how to code proper like, and to oh-god-avoid-the-codex-like-the-plague: I just shrug, crack open a bottle of Brown ale, take a couple of swigs, and get t' work. As my coding skills are limited to a smattering of basic and I most likely have ADHD, insomnia and a growing dependency upon alcohol, I'm certain that only I can single-handedly save RPGs. A messiah heralding the dawn of a new age, if you wish, and a more grimdark messiah you'd struggle to find.
Right, enough rambling. Facts first before more rambling - this will most likely never get further than sticking ideas together, but then again, the warm feeling of a developing plan is worth all the blood, sweat and tears you've poured into it. Right? That said, the massive need for massive amounts of code everything below would require need not come into consideration.
First things first, the concept: a fanasy 2D isometric turn-based strategy game on a hex-grid many units, heavily influenced by the likes of Jagged Alliance and Fire Emblem, crossbred with a RPG in the mould of Planescape: Torment and Fallout. This gives 2 quite different parts of the game, each leaning heavily on the other. I've an idea or two about a story to go with it, but without the foundations of good gameplay it would be worthless, so I'll be mulling it over while staggering back home from t' pub and regretting I have nothing more to fuel me once I reach 'ome.
Next, key features, some of which will be apparent from the main influences. First, I'll address some of the goals I'm aiming for with the TBS section, and secondly the TBS/RPG parts, and finally the RPG parts. I'm aiming for the main focus to be upon the player building up his or her own chosen group, trying to settle the rivalries and disputes between party members as best they can, before crushing their enemies upon a battlefield of their choice - whether this be a pitched battle, or an raid in the dead of the night.
Each unit represents a NPC: Self-explanatory really. Each with individual party banters, skills, liked and disliked personnel.
High number of units: Allows the execution of more advanced strategies, such as having reserves, springing ambushes, and proper flanking. I'm aiming for 20 minimum
No maximum party size: Okay, there will have to be a maximum one, but if you want to take a unit with you you should be able to and deal with the consequences later, whether that be upkeep cost, special requests that unit may require upon recruitment, or your camp being raided while all your warriors are busy fighting elsewhere.
Units die easily: One wrong move can cost you a unit in a single turn. Poor planning should be punished harshly, but fairly, so you'll know what went wrong.
Perma-death: No easy ways out. Once a unit is dead they're dead, even if they were your favourite character, and only a reload can save them.
Consequences for character deaths: Once a unit has died, they won't just vanish. Other units will reference their death in flavour text and their death may cause you to recieve a new quest and different units. Who knows, they may have a grieving widow who needs comforting or son who hungers for revenge..
Non-combat capable party members: Why should everyone you recruit be able to mow their way through a horde of enemies single-handed? How about recruits who can help your case by say, increasing the morale of everyone else, or by improving the quality of your equipment?
Next episode: Later tonight or when I've sobered up in t' morning I'll post the ideas I have for a interesting combat engine, or maybe not, you never know. I might even also remember some of the main points I've forgotten!
Okay Codex, how can I make these bare-bones better and why?
Discuss!
Right, enough rambling. Facts first before more rambling - this will most likely never get further than sticking ideas together, but then again, the warm feeling of a developing plan is worth all the blood, sweat and tears you've poured into it. Right? That said, the massive need for massive amounts of code everything below would require need not come into consideration.
First things first, the concept: a fanasy 2D isometric turn-based strategy game on a hex-grid many units, heavily influenced by the likes of Jagged Alliance and Fire Emblem, crossbred with a RPG in the mould of Planescape: Torment and Fallout. This gives 2 quite different parts of the game, each leaning heavily on the other. I've an idea or two about a story to go with it, but without the foundations of good gameplay it would be worthless, so I'll be mulling it over while staggering back home from t' pub and regretting I have nothing more to fuel me once I reach 'ome.
Next, key features, some of which will be apparent from the main influences. First, I'll address some of the goals I'm aiming for with the TBS section, and secondly the TBS/RPG parts, and finally the RPG parts. I'm aiming for the main focus to be upon the player building up his or her own chosen group, trying to settle the rivalries and disputes between party members as best they can, before crushing their enemies upon a battlefield of their choice - whether this be a pitched battle, or an raid in the dead of the night.
Each unit represents a NPC: Self-explanatory really. Each with individual party banters, skills, liked and disliked personnel.
High number of units: Allows the execution of more advanced strategies, such as having reserves, springing ambushes, and proper flanking. I'm aiming for 20 minimum
No maximum party size: Okay, there will have to be a maximum one, but if you want to take a unit with you you should be able to and deal with the consequences later, whether that be upkeep cost, special requests that unit may require upon recruitment, or your camp being raided while all your warriors are busy fighting elsewhere.
Units die easily: One wrong move can cost you a unit in a single turn. Poor planning should be punished harshly, but fairly, so you'll know what went wrong.
Perma-death: No easy ways out. Once a unit is dead they're dead, even if they were your favourite character, and only a reload can save them.
Consequences for character deaths: Once a unit has died, they won't just vanish. Other units will reference their death in flavour text and their death may cause you to recieve a new quest and different units. Who knows, they may have a grieving widow who needs comforting or son who hungers for revenge..
Non-combat capable party members: Why should everyone you recruit be able to mow their way through a horde of enemies single-handed? How about recruits who can help your case by say, increasing the morale of everyone else, or by improving the quality of your equipment?
Next episode: Later tonight or when I've sobered up in t' morning I'll post the ideas I have for a interesting combat engine, or maybe not, you never know. I might even also remember some of the main points I've forgotten!
Okay Codex, how can I make these bare-bones better and why?
Discuss!