Molina
Savant
- Joined
- Apr 27, 2018
- Messages
- 363
Two years ago, at the beginning of my thesis, I had a rather crazy idea. I was playing Daggerfall, and I thought it was a shame to have made such a big but empty environment. The assets are constantly repeating themselves but I had the feeling that the world was a pleasant place. All that was missing were handmade quests, conversations... stuff that made this world feel real. One thing that struck me when playing a Spiderweb game is that you go somewhere, a dialog window pops-up with a description of the environment. It’s simple, elegant… Why isn't it used more often?
So I had this idea of an SIMS-RPG. It wouldn't be a strategy game, the goal of the game would simply be to create an environment that looks alive without the player. Not a fancy game, just walking around, talking to people, skills check, being recruited by organization and C&C stuff. With text box and lot of variables, it could be done. I built a prototype of a FPS, with melee-combat, is shitty as daggerfall so, it was ok. I have a buggy inventory-system, I bought a dialogue system asset… And now all I have to do is create art content. I struggle with art asset but I’m learning. I am ready to spend years, like an autistic person, creating this environment piece by piece. Like this Japanese janitor : https://www.independent.co.uk/news/...n-years-designing-intricate-maze-9066667.html
I chose low poly style. ‘Cause fuck RPG codex, I’m a cuck. The environment is a kind of dieselpunk of the Roaring Twenties in France with communists as good guys. Simple environments have always seemed warmer to me (http://19centurycraft.blogspot.com/ ) so..why not.
Because I have articles to write, conferences to prepare, for 5 months I stopped the project. And now, with hindsight, I wonder if that would be a good idea after all.
Anyway, does that sound like a good idea to you? Do you know of any games that have tried the same thing?
Sincerely,
Molina
So I had this idea of an SIMS-RPG. It wouldn't be a strategy game, the goal of the game would simply be to create an environment that looks alive without the player. Not a fancy game, just walking around, talking to people, skills check, being recruited by organization and C&C stuff. With text box and lot of variables, it could be done. I built a prototype of a FPS, with melee-combat, is shitty as daggerfall so, it was ok. I have a buggy inventory-system, I bought a dialogue system asset… And now all I have to do is create art content. I struggle with art asset but I’m learning. I am ready to spend years, like an autistic person, creating this environment piece by piece. Like this Japanese janitor : https://www.independent.co.uk/news/...n-years-designing-intricate-maze-9066667.html
I chose low poly style. ‘Cause fuck RPG codex, I’m a cuck. The environment is a kind of dieselpunk of the Roaring Twenties in France with communists as good guys. Simple environments have always seemed warmer to me (http://19centurycraft.blogspot.com/ ) so..why not.
Because I have articles to write, conferences to prepare, for 5 months I stopped the project. And now, with hindsight, I wonder if that would be a good idea after all.
Anyway, does that sound like a good idea to you? Do you know of any games that have tried the same thing?
Sincerely,
Molina