Looks very interesting. The no combat XP thing is usually a gigantic turn off for me but in this case maybe it works due to the focus of the game lying elsewhere.
Finally, and this may elate you, there is no experience points for combat. None. Nor loot.
To be honest I don't know what's with hate for combat XP. It's just taking fun from players and any incentive to fight whatsoever.
In that case, when exactly do you earn XP in your game ? After successful usage of a skill, event completion, learn-by-use ? If the game was quest-based and it would give XP only for completed quests, that would make some sense. Otherwise it's illogical.
That's a big incentive to load every time you stumble upon a random fight.there is no experience points for combat. None. Nor loot. What you get for winning combat is to keep living and doing what you want.
Simply by removing the power gain reward from combat immediately takes combat from center stage (most games) and puts it back into concert with the other pieces so the game works more as an "ensemble piece".
And will give meta feelings of dread, followed by boredom if you decide to actually fight. No carrot at the end of the fight sounds like a bad idea.
That's what Pillars got criticized for in the beta when there was no combat XP, and even Sawyer had to concede this point and made those creature discovery xp points in the end.
No, it is some random strings sample my audio guy used from his audio software library. Turns out some hip hop guy also sourced the same sample in a song and now it looks like we were starting with another song.Is that the fucking Arcanum music for the first second of that trailer?
Really liking what I see so far. It is an extremely solid premise and I loved the greenlight video.
Couple of approaches I'd take, if I was making the game myself.
- (series of) Story events triggered by player actions (from Kichikuou/Sengoku Rance). Basically you have a premade pool of things that can happen in the story, depending on what choices the player makes. I.e. you can choose to pursue a certain end game goal, making some factions stand against you. You can maintain a degree of non-linearity and dynamism (if a character gets killed while their story is actively playing, it simply won't be told) but still have a meaningful events happening and means to introduce new characters and antagonists.
All new news is old news happening to new people
- Deeper wife/advisor/golem etc. interaction in your tower (from Dragon Commander). Since this is a one man show, you'll probably have limited resources to spend in writing. I think leaving most of the deeper interactions to certain characters that you have to choose to pursue is a good way to apply a bit more depth, while still leaving a good degree of replayability. You can still leave the dynamically generated characters in towns as they are, but simply have a select few characters that have their own stories (with c&c to influence the way they end up)
- Ways to do some radical things with magic (that change the map permanently, warp or eliminate certain factions etc.)
I realize that more writing is at odds with your random generation approach, but even a tiny amount of "extra" writing would help to make the characters feel more alive and your actions more meaningful.
The game begins at your birth where you select if the midwife sees a boy or a girl.Btw, will it have character creation? or complete will it be?
Oh, and you can die during character creation.
I want to know this as well. LordYabo you talk about realism and such, but it is also realistic to loot people you kill. Don't give us no loot, that is stupid.Finally, and this may elate you, there is no experience points for combat. None. Nor loot.
What do you mean by this? If a dude has a magic amulet and I kill him, can I not take his amulet (and cash)? I don't even really understand the concept of "no loot" in an open-world game.
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But the current system doesn't seem to be set up like that, maybe have in addition to the 3 rows an additional summoning row that is where your mage standing but the summons can also go forward?
Also maybe have something like familiars that are not that powerful in combat?
Thanks, i always enjoy seeing how others have solved similar problems.Thea: The Awakening also has an interesting skill system and challenges, and its fairly similar to your game, you can get a lot of ideas and feedback from that game.
Yup, that's exactly how it works.Have independent active agents. NPC like you that can do stuff and move around. They can be neutral adventurers, enemy rivals or companions that might be commanded around but like you its essential for them move about, mess with your plans and affect the world.
Yes, my favorite kinds of games are strategy games and rpgs. I'm making a strategy game disguised as an rpg. Don't tell anyone.You can have a political simulation game on top of the base game. It can quite literally play like a strategy game only that you are not the commander but a random shmuck that messes things
Also Chris Crawford has been trying to do procedural stories for decades so he has a treasure trove of ideas, they might be a little complex but I am sure you would find something interesting.
might as well check out the whole Sorcery! series as well as other CYOA games like Swordbreaker, Academagia as it has that adventure feel you are looking for, might be a bit heavy on the scenario writing if you go that route.
Agreed. You seem to understand the dilemma and the solution.lot of ideas can go into this game and you are pretty much in uncharted territory, I don't think you will ever exhaust what you are able to do with this game. Most successful Indie developers live on their expansion packs.
In fact in this game you should think in terms of four resources: wealth(money, items, tradable assets), status/reputation/relations , magic and information. And all of them should be a challenge to get.
Are there any spells that will have a major impact on the world / story?
How powerful is magic in the setting could a mage or a few mages level a mountain if they got together?
LordYabo
Let me clarify what I mean by "unwikiable":
A game where you can't go to the internet to get the answer of what to do or how to solve the problem.
Every world is randomly generated, so there is no way to know if this noble will betray you or not.
Every quest is randomly generated, so there is no way to see where to go to get the quest item.
Even the history of your world is randomly generated which affects some of the parameters of your game. For instance, the availability and power of spells are different from game to game. In your game world, a historical mage may have written a book with level 30 fireball in it, but not in my gameworld. So even here I've put work into making questions like "what's the best spell to use" irrelevant to ask. It also makes for different experiences on different play throughs as the overal strategy and combos change. (It's more involved than this, but this is a good summary)
We'll talk about summons and shapeshifting with the team. There area lot of ramifications to those.
I like overambitious games. But I also remember that I liked That Which Sleeps.
I bet they drowned in stretch goals. Should he concentrated on actual game and making it work the whole debacle woldn't be so disastrousI like overambitious games. But I also remember that I liked That Which Sleeps.
The problem with That Which Sleeps wasn't really that it was overambitious, but rather that it's programmer didn't know how to program and was a pathological liar.
Oh, and you can die during character creation.
It's a weird new kind of RPG!
I bet they drowned in stretch goals. Should he concentrated on actual game and making it work the whole debacle woldn't be so disastrous