gluon
Novice
- Joined
- Jun 28, 2005
- Messages
- 23
Salutations, cunts.
I've been rolling plans around in my head for a dialogue-centric cRPG ever since I played Torment half a year ago; however, I've only recently begun actually working on it in earnest.
On the plus side for you codexers: I'm planning to implement a lot of what I've learned while lurking here. I'm making room for psychological vices in my character creation system (although they can also be obtainable by characters within the game itself), trying to present the player with as many choices (with significant consequences, of course) as possible, and implementing a no-levelling-up system akin to those suggested in the threads discussing just that from about a month ago (although there'll be character development in the form of gaining or losing characteristics--e.g. 'politically incorrect', 'arrogant', 'skilled marksman', etc.--based on the choices made within the game).
On the other hand, I'm still young in the ways of programming. However, this shouldn't be much of a problem, as I'm planning to structure just about all of the UI of the game around dialogue trees (including combat and possibly movement). But don't get me wrong, graphics whores--the game will still have graphics (though probably just my [somewhat] artistic depictions of in-game areas, characters, items, etc.).
But I've come across one teensy stumbling block: coming up with an un-cliched setting that would work (preferably well) for a high-dialogue, low-hack'n'slash cRPG. Ideas have been bouncing around in my head, but I'm at a loss as to which one is best. Here are a few:
1. Near future in a bioterrorism-induced apocalyptic setting. The world would be divided between the dystopian surface (most everyone dead or dying from a rapidly-mutating GM virus) and subterranean city-state-like arcologies built hastily while the disease was making its initial run on the population (in these, society is more utopian in nature to serve as a foil to the surface). Twist is, your character is one of a group of genetically modified humans who have enhanced DNA repair and correction mechanisms (which make them resistant to the virus) who the arco your character inhabits plan to send to recivilize the surface (TEH CHOSEN WUNZ). I’m sure you see where the inspiration is coming from at this point anyhow. If you think this sounds interesting, yell and I’ll elaborate.
2. Victorian steampunk political scape in a fantasy setting (but no elves/dwarves or FF crap) that also borrows aspects of society from the Enlightenment and Renaissance. Not too sure about what I could do with this one, though the concept is appealing to me. I had thought about making the potential storyline revolve around the advent of primitive space flight (of the Jules Vernian type), the technological race between states that surrounds it, and possibly the early stages of the colonization of another planet.
3. Possibly a political-type game set in the fictional South American country described in Joseph Conrad’s Nostromo, if only to create something that would have more appeal to people with brains. But the setting does have plenty of potential.
4. Anything better than these that you can think up (‘uncliched’ and ‘low-combat’ are key words here).
Preferably, the setting would be one where factions with political/philosophical bents would fit (as I loved ‘em in PS:T, but wished that they could be more fleshed out).
Anyhow, critiquing/adding to these and coming up with your own settings should be at the very least more cerebrally stimulating than all teh chefecomrade_brando (he/she’s the same shemale—even a lurker like me can see that) and Oblibion threads that have hijacked the forums.
So fire away.
I've been rolling plans around in my head for a dialogue-centric cRPG ever since I played Torment half a year ago; however, I've only recently begun actually working on it in earnest.
On the plus side for you codexers: I'm planning to implement a lot of what I've learned while lurking here. I'm making room for psychological vices in my character creation system (although they can also be obtainable by characters within the game itself), trying to present the player with as many choices (with significant consequences, of course) as possible, and implementing a no-levelling-up system akin to those suggested in the threads discussing just that from about a month ago (although there'll be character development in the form of gaining or losing characteristics--e.g. 'politically incorrect', 'arrogant', 'skilled marksman', etc.--based on the choices made within the game).
On the other hand, I'm still young in the ways of programming. However, this shouldn't be much of a problem, as I'm planning to structure just about all of the UI of the game around dialogue trees (including combat and possibly movement). But don't get me wrong, graphics whores--the game will still have graphics (though probably just my [somewhat] artistic depictions of in-game areas, characters, items, etc.).
But I've come across one teensy stumbling block: coming up with an un-cliched setting that would work (preferably well) for a high-dialogue, low-hack'n'slash cRPG. Ideas have been bouncing around in my head, but I'm at a loss as to which one is best. Here are a few:
1. Near future in a bioterrorism-induced apocalyptic setting. The world would be divided between the dystopian surface (most everyone dead or dying from a rapidly-mutating GM virus) and subterranean city-state-like arcologies built hastily while the disease was making its initial run on the population (in these, society is more utopian in nature to serve as a foil to the surface). Twist is, your character is one of a group of genetically modified humans who have enhanced DNA repair and correction mechanisms (which make them resistant to the virus) who the arco your character inhabits plan to send to recivilize the surface (TEH CHOSEN WUNZ). I’m sure you see where the inspiration is coming from at this point anyhow. If you think this sounds interesting, yell and I’ll elaborate.
2. Victorian steampunk political scape in a fantasy setting (but no elves/dwarves or FF crap) that also borrows aspects of society from the Enlightenment and Renaissance. Not too sure about what I could do with this one, though the concept is appealing to me. I had thought about making the potential storyline revolve around the advent of primitive space flight (of the Jules Vernian type), the technological race between states that surrounds it, and possibly the early stages of the colonization of another planet.
3. Possibly a political-type game set in the fictional South American country described in Joseph Conrad’s Nostromo, if only to create something that would have more appeal to people with brains. But the setting does have plenty of potential.
4. Anything better than these that you can think up (‘uncliched’ and ‘low-combat’ are key words here).
Preferably, the setting would be one where factions with political/philosophical bents would fit (as I loved ‘em in PS:T, but wished that they could be more fleshed out).
Anyhow, critiquing/adding to these and coming up with your own settings should be at the very least more cerebrally stimulating than all teh chefecomrade_brando (he/she’s the same shemale—even a lurker like me can see that) and Oblibion threads that have hijacked the forums.
So fire away.