DJOGamer PT
Arcane
Based on the idea proposed by Ninjerk on the UI thread.
In this stupid thread I'll post some of the more finished concepts I have written and you guys can go ahead and pick my brain on them.
To start things off I'll give the elevator pitch for this project and then talk about it's Skills.
Flowers of Oblivion is meant to be an ARPG set in a high fantasy setting in a sort of transicional period of the Middle Ages and Renaissance (reflected by the clash between the old and new ideologies, customs and attitudes).
The game will be open-ended (you travel the world like in Fallout 1 or Warband, but the levels are open sandboxes - their size can range from 0.05 km2 to 5 km2), taking place in a pennisula (shamelessly inpired by the Iberian one, also corner maps are much easier to make) divided into 5 states (technically 4, since the 5th one is outside the pennisula).
The main campaign revolves around the titular artifact that your PC comes upon in the begining of the game, which is the source of the protagonist's ability to save and load the game and why he can advance his skills and stats with incredible speed (if you throw the flower out of your inventory you'll have to grind 3x more exp to level up, and if you die all your savegames with that character are deleted).
Finally the campaign has a 3 year limit, each year being a chapter where various events, characters and quests come and go.
This first setting does tend to the more generic side of european fantasy for sure (although with my own dumb spin and more "grounded" approach to visuals), but if somehow I manage to actually release this and still aren't a geriatric by then, I would do an expansion that takes place in other continents (to exploit that Age of Discovery shtick) and there I would make more "alien" enviroments.
In this stupid thread I'll post some of the more finished concepts I have written and you guys can go ahead and pick my brain on them.
To start things off I'll give the elevator pitch for this project and then talk about it's Skills.
Flowers of Oblivion is meant to be an ARPG set in a high fantasy setting in a sort of transicional period of the Middle Ages and Renaissance (reflected by the clash between the old and new ideologies, customs and attitudes).
The game will be open-ended (you travel the world like in Fallout 1 or Warband, but the levels are open sandboxes - their size can range from 0.05 km2 to 5 km2), taking place in a pennisula (shamelessly inpired by the Iberian one, also corner maps are much easier to make) divided into 5 states (technically 4, since the 5th one is outside the pennisula).
The main campaign revolves around the titular artifact that your PC comes upon in the begining of the game, which is the source of the protagonist's ability to save and load the game and why he can advance his skills and stats with incredible speed (if you throw the flower out of your inventory you'll have to grind 3x more exp to level up, and if you die all your savegames with that character are deleted).
Finally the campaign has a 3 year limit, each year being a chapter where various events, characters and quests come and go.
This first setting does tend to the more generic side of european fantasy for sure (although with my own dumb spin and more "grounded" approach to visuals), but if somehow I manage to actually release this and still aren't a geriatric by then, I would do an expansion that takes place in other continents (to exploit that Age of Discovery shtick) and there I would make more "alien" enviroments.
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