That's what I said, too, when I first met your mother.This looks like fucking vomit. No way I'd ever touch it.
Bet you'll be real successful with the local retards though.
Here is a draft of the game's announcemnt. If you have comments, post.
I plan to make the official announcement around Monday.
================
Personal thoughts
A long time ago I was making a lot of RPGs. Started on Amiga, then moved to DOS, next was Windows. I was making those like half of my life. And you know what? I never actually finished a single one. At first I was too young and didn't know yet how to finish games, then I was trying to catch up with technology and made a series of games that were constantly outdated technically and had to be abandoned, then I got other priorities (like making strategy games). It was kind of annoying
So, finally, after all those years I'm making an RPG. Again It seems I finally got all the pieces in place, the know how, methodology, technology, reliable & talented contractors, budget, time, etc.
Most of you know me from making strategy games like Lords or Stellar Monarch. So you might think it's a detour. But it is not Actually, if I were to count the time total I was making RPGs like x3 time longer than strategies. Not to mention the time I was a Game Master and was making pen and paper systems. So, in short, I feel quite comfortable making RPGs. And I can't wait to actually make one
What the game is about?
Do you remember the old RPGs in late 80s and 90s? Dungeon Master, Eye of The Beholder 2, Might & Magic 3-5, Crystals of Arborea (a not so well known prequel to Ishar series), GoldBox series (Champions of Krynn, Dark Queen of Krynn, etc). I want to make a game that will bring back memories I had while playing those. A turn-based, 90 degree rotation, FPP, tile movement system. Party made of several characters. A rich open world to explore without forcing you to go in a specific direction. Small funny side quests and NPCs not related to the main storyline. In short, something like those old games but made nowadays.
What are the core design decisions?
- 90 degree rotation, turn-based, tile movement, 3D FPP
- 7 party characters
- fairytale (no zombies!), epic, heroic, light, slightly humorous scenario
- an open world to explore with very few locked areas
- interesting handcrafted items (not a single item is generated)
- modern interface with and old-school feel
- overworld being the center of the gameplay (not a dungeon crawler)
What's the current state of the game?
Well, actually, it's quite complete in a technical sense. Around 80-90% of the code was written (it uses the same engine Stellar Monarch does so it's well tested and bug free). The hardest part of the art assets (which was deciding with artists how to draw those things so they look good in 3D view) is ready also base assets were propared. I would say 25-30% of art assests are done, but it was the hardest part and since we got the style forged the remaining assets can be done quite fast (and what's more important without much of my intervention since the rest can be done by artists without my further feedback and coordination which frees a lot of my time).
In short, what's ready is a bare bone sort of "RPG engine" with basic assets and mechanics and now I will be focusing on the content. I would say half of the game is done.
If you want to follow the project I suggest to follow my Twitter account where I drop new screens and the like quite frequently.
================
I know your heart's in the right place, but this pitch is quite terrible. There are several grammatical errors, and it comes across as wholly unprofessional over-all.Here is a draft of the game's announcemnt. If you have comments, post.
I plan to make the official announcement around Monday.
No need to go overboard, just give us the basics about the story. Who are we? Where are we? Why are we doing... whatever it is we are doing?About the story, I have not mentioned it because I was doing the "mechanical" part only till now and I'm just starting the content. Besides, it would be a spoiler if I wrote about the story too much?
World and Storyline:No need to go overboard, just give us the basics about the story. Who are we? Where are we? Why are we doing... whatever it is we are doing?
And you can expand as much as you want on the lore without spoiling anything about the main campaign.
"no one makes those game anymore"
Inspiration:
The game is a classic western RPG inspired by the games from the 90s. Basically, it’s the kind of game I personally find missing nowadays. Light, fairy tale, epic, heroic and slightly humorous. One that does not take tons of hours to complete or require endless grind to progress. Something that caters to players like me who don’t have 40 hours to beat one game but still like to play and have a sort of nostalgia for the way games were made in the old days.
It was inspired by Dungeon Master, Eye of The Beholder 2, Might & Magic 3-5, Crystals of Arborea (a not so well known prequel to Ishar series), GoldBox series (Champions of Krynn, Dark Queen of Krynn, etc).
Core design choices:
1) Classic, 90 degree rotation, FPP, turn-based, tile movement RPG.
2) Party-based (7 party members assembled upon start).
3) Open world with a big overworld to explore.
4) Fast paced combat. Quick travel. Easy inventory management. No grind.
5) Light, fairy tale like fantasy, epic story about heroes on a noble quest.
Mechanics:
Mechanically it’s 100% turn based (so you can go and make tea in the middle of a fight) with grid movement and 90 degree rotation. All this very fast paced, both combat and travel is really fast. The goal was to cut down the boring parts and flesh out the fun parts. Also, there is no loading screen when changing locations or other slowdowns
Overall, the mechanics are pretty traditional and straightforward with modern additions like equipment encumbrance system.
World and Storyline:
Storyline is a fairy tale, mythical heroic fantasy. You are the good guys on a quest to fight the forces of evil (no moral choices). The world is non linear, with very few locked areas. You basically can go anywhere and do things in different order. In addition you can choose a different set of quests to finish the game (but those are not mutually exclusive, so you can finish all quests if you like). It’s more like a world driven than a story driven. The priority was to make the world feel alive and let you explore it as you wish than follow a linear list of quests.
The game starts when the royal wizard finds out about an old crown that belonged to the royal family since generations. Yet, strangely no one ever heard about the crown and there was just a single mention of it in the royal annals. Upon further study he discovered that there has been cast a powerful spell of forgetfulness of unknown origin which caused everyone in the whole land to forget the crown ever existed. Without knowing who or why went into such trouble to conceal the existence of the crown he decided to investigate it. He summoned a party of noble heroes and tasked them with finding whereabouts of the mysterious crown and the origin of the spell.
Release date:
The game is planned to be released around 2018 – 2019.