Hundredth_Idiot
Barely Literate
- Joined
- Jul 6, 2021
- Messages
- 2
I've never shown this to anybody. It's turn based, it's got hexagons, that's about it. The player will be able to create a character and collect party members along the way.
I'm planning on making it episodic in a sense so I can release it in stages. Players will have access to self contained world maps they can travel between.
What's done: map editor, travel, combat system (melee, ranged, magic, modular character sprites), quest system, journal, progression, inventory management, trade, overworld area effects, Windows/macOS/iOS/Android compatibility
What's not done: actual content, polish
So basically I have a mostly feature-complete prototype. I've done everything myself (except overworld map tiles which I've... borrowed). Sometimes I look at the game and think it's pretty neat, other times I think it's utter dogshit. I'm not sure whether I should keep working on it though. It will take at least a year of full time work to release the first stage and it might not be worth it.
I've tried to punch up the static images with weather effects and layered parallax (on a phone it will subtly shift the layers based on the accelerometer) but that's about as good as I can make it look and it's taking a long time.
One thing that I've kinda innovated is the fear/dread mechanic or at least I haven't seen it in a game that I recall. The way it works is on overworld map every enemy stronghold radiates dread that degrades the abilities of the party, so players will be incentivized to think about the best approach to the final objective. Sure they can go straight to the bad guy castle and throw down but they'd have an easier fight if they take out minor enemy strongholds one by one until they're comfortable with attacking the main one. So they can choose the tradeoff between grinding and difficulty.
There's no mana or whatever, magic straight up reduces the caster's health.
The health replenishes between battles, but not between levels in a single battle. So if the enemy tower has 4 levels, you'll have to survive all 4 in a single go.
If a party member gets knocked out in combat, they get a wound which halves their starting health in subsequent battles until they get healed. If they all get knocked out, the game loads the last time player was in a friendly settlement. Otherwise the game is played ironman style.
I'm planning on making it episodic in a sense so I can release it in stages. Players will have access to self contained world maps they can travel between.
What's done: map editor, travel, combat system (melee, ranged, magic, modular character sprites), quest system, journal, progression, inventory management, trade, overworld area effects, Windows/macOS/iOS/Android compatibility
What's not done: actual content, polish
So basically I have a mostly feature-complete prototype. I've done everything myself (except overworld map tiles which I've... borrowed). Sometimes I look at the game and think it's pretty neat, other times I think it's utter dogshit. I'm not sure whether I should keep working on it though. It will take at least a year of full time work to release the first stage and it might not be worth it.
I've tried to punch up the static images with weather effects and layered parallax (on a phone it will subtly shift the layers based on the accelerometer) but that's about as good as I can make it look and it's taking a long time.
One thing that I've kinda innovated is the fear/dread mechanic or at least I haven't seen it in a game that I recall. The way it works is on overworld map every enemy stronghold radiates dread that degrades the abilities of the party, so players will be incentivized to think about the best approach to the final objective. Sure they can go straight to the bad guy castle and throw down but they'd have an easier fight if they take out minor enemy strongholds one by one until they're comfortable with attacking the main one. So they can choose the tradeoff between grinding and difficulty.
There's no mana or whatever, magic straight up reduces the caster's health.
The health replenishes between battles, but not between levels in a single battle. So if the enemy tower has 4 levels, you'll have to survive all 4 in a single go.
If a party member gets knocked out in combat, they get a wound which halves their starting health in subsequent battles until they get healed. If they all get knocked out, the game loads the last time player was in a friendly settlement. Otherwise the game is played ironman style.
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