Druidpeter
Literate
- Joined
- May 19, 2019
- Messages
- 20
Hello!
So, basic boilerplate out of the way first. I'm a guy. I've never released a video-game, commercial or otherwise, and this is my first post. As it is my first post, nobody can see it except for mods, but which is fine, because I'm sure threads like these are a dime a dozen, and I don't expect anyone to take this seriously for a good long while, and I imagine most people assume I will fail anyways, so putting up a dev journal strikes me as inherently reasonable right now. At least, it can't make things any worse.
I'm starting development on my first videogame, and I want to have a thread where I post about it and my progress. It is a Roguelike project: Koldrunn. On the surface, my ultimate intention for this game is to create a new, major roguelike, which will ascend to the land of major roguelikedom, with many happy offshoots and other games inspired by it. But underneath, I also am aiming to structure the code in such a way that it becomes a natural shooting off point for an open world 3D fantasy RPG more or less in the same vein as games like Skyrim, etc.
No, no, it's all right. I'll wait for all of you to finish laughing before I continue.
All right, now that the laughter and mockery is behind us(for now, I suppose...), here are some basic features of Koldrunn(As in, desired features, not implemented ones.)
So, basically, you chase a figure from your past up 100 levels of a great tower. At the top, you meet the gatekeeper, and if he deems you worthy, then there are 4 Big Bosses for you to beat. If you manage to beat them and also meet certain conditions, then you unlock and get to proceed through 3 final chambers, where there are even bigger fatties for you to beat. And then finally you have a meeting with the figure from your past and a closing scene that resolves the mystery at the beginning.
I will be posting elsewhere on the forum, as well. Not *just* posting a dev journal. I also want to be a member of the community, too. But I wanted to get this thread out of the way. Expect me to update this thread with my progress on a... semi-weekly basis?
Well, we'll see.
So, basic boilerplate out of the way first. I'm a guy. I've never released a video-game, commercial or otherwise, and this is my first post. As it is my first post, nobody can see it except for mods, but which is fine, because I'm sure threads like these are a dime a dozen, and I don't expect anyone to take this seriously for a good long while, and I imagine most people assume I will fail anyways, so putting up a dev journal strikes me as inherently reasonable right now. At least, it can't make things any worse.
I'm starting development on my first videogame, and I want to have a thread where I post about it and my progress. It is a Roguelike project: Koldrunn. On the surface, my ultimate intention for this game is to create a new, major roguelike, which will ascend to the land of major roguelikedom, with many happy offshoots and other games inspired by it. But underneath, I also am aiming to structure the code in such a way that it becomes a natural shooting off point for an open world 3D fantasy RPG more or less in the same vein as games like Skyrim, etc.
No, no, it's all right. I'll wait for all of you to finish laughing before I continue.
All right, now that the laughter and mockery is behind us(for now, I suppose...), here are some basic features of Koldrunn(As in, desired features, not implemented ones.)
- Base the underlying RPG Ruleset and task resolution system off of my own personal expansion of the ARM: Advanced Roleplaying Mechanics Ruleset, which was created by the inimitiable R.E. Bridson. (My own expansion of the ruleset is called ARMcore, and has not been published.)
- Completely re-engineered class, race, and alignment system, as well as magic mechanics, from the ground up, with almost no overlap between the more traditional D&D based systems.
- Explicit combat initiation! No more simply walking into creatures in order to attack them! Likewise, expanded tactical combat! New and shiny explicit attacking, blocking, shoving, grappling, and grunting actions! Enhanced tactical possibilities!
- Permadeath gives way to Legacy Lines, where you may resume a game after death if you have offspring! Likewise, a robust romance and social engineering system.
- Integrated Social, Barter and Combat systems: Enemies may spare your life, if you're willing to accept certain... conditions.
- And Much More!
So, basically, you chase a figure from your past up 100 levels of a great tower. At the top, you meet the gatekeeper, and if he deems you worthy, then there are 4 Big Bosses for you to beat. If you manage to beat them and also meet certain conditions, then you unlock and get to proceed through 3 final chambers, where there are even bigger fatties for you to beat. And then finally you have a meeting with the figure from your past and a closing scene that resolves the mystery at the beginning.
I will be posting elsewhere on the forum, as well. Not *just* posting a dev journal. I also want to be a member of the community, too. But I wanted to get this thread out of the way. Expect me to update this thread with my progress on a... semi-weekly basis?
Well, we'll see.