What I don't like about RPGs is grinding. Where the challenge is trivialized because you can just do a basic action over and over to get as many resources as you want. The only video game RPGs I've really enjoyed are Nethack and Crawl. You effectively can not grind in those games, and they're incredibly challenging. You're constantly managing your resources, racing against the clock and fleeing from monsters.
I didn't see any way to replicate this in a Starcraft RPG though without doing some sort of incredibly complicated randomly generated dungeon system. I really wasn't too excited about the idea of RPGs in general, especially starcraft RPGs, until I played Spellsword. Now Spellsword still involves a lot of grinding, and that's why I haven't beaten it and I don't plan to, however, the very fact that you have a limited food supply made it a map that was challenging to a slight degree. Spellsword demonstrated to me that it was possible for a "proper" RPG (as opposed to an action RPG like 5 Samurai) to be enjoyable. Spellsword was my inspiration, but the concept for this map is nothing like spellsword.
Mission briefing:
In a dream and angel comes to you and tells you that within a year a great evil will awake from the northeast, and you alone have the power to prevent the destruction which will follow.
Concept:
The current time is displayed by the countdown timer. The current date is displayed by the leaderboard. The passage of time is very important in this RPG. Disaster will occur if the great evil is allowed to awaken. There are cycles of day and night (and they might even progress as the seasons pass). Over time prices will change, ships will travel, holidays will be celebrated and most importantly plot will develop. This allows the possibility of plot branching. For instance if a person at the shipyard tells you that the ship left yesterday and won't be back for a few weeks, that means that the ship actually left yesterday, and that if you can find some way to get to that town a day earlier, then you can get on that ship.
Important points:
*A single player map
*You are a zealot
*Spellsword style armor system
*Resting at the inn takes eight hours
Character progression:
There are no experience points. Your character will grow stronger by acquiring abilities, items and upgrades. These cost gold and alchemy ingredients. For example to acquire a basic suit of leather armor, you can either provide the blacksmith with a bunch of gold, or with some gold and a lot of leather. There are numerous special abilities and spells. For example you can specialize in fire spells, and upgrade your fire spell units (which are terran air), or you could specialize in archery, and upgrade your bow related units (which are terran infantry). You could also walk along both paths, and there might even be some enchantment or something in the game that is helpful to people who are skilled with the bow and the flame.
Alchemy:
I haven't worked out the details of this, but the idea is to avoid exact alchemical formulas in the nature of Spellsword. What I'm going to work towards, is having some sort of fire spell "seed", and then depending on what you throw into that, you'll get varying levels of power. For instance a spell's duration, or a spells cooldown time, are both things that can be varied. So for example, the seed ingredients will get you the spell, and then based on the amount of steel you put in, the cooldown time will be greater or lesser.
The fine details for this whole thing will be worked out on an item by item basis.
Enemy spawning:
I'm going to work to make the spawning system more realistic than normal. One example I have now that I like very much, is that at a certain time of day, a skiff will land at the bottom left section of the map, and some bandits will get out. The bandits will walk to a spot near the path and prepare to ambush the player. When the sun sets, the bandits will get back in their skiff and leave. If you kill the bandits that have "spawned" then the skiff will immediately take off and bandits won't appear at that spot the next day, because their leader (who is the one sailing the skiff) will be busy recruiting new bandits. If you kill the skiff using a fire spell for instance, then the bandits will never "respawn" again.
Progress:
I was pretty shocked to see myself to past the planning stage. I'm currently working on the demo, which should include most of, or all, of the structural framework. Right now I'm going to put the finishes touches on the plans for the framework that I'll need to make the village and forest path playable. Then I'm going to do the triggering needed for that basic framework. Then I'm going to do the triggering needed to make the village and forest path playable.
Screenshots:
The terrain sketch. The bottom left is the starting village. Then you have the forest path. Then the port. The high ground on the left is the path to the abandoned mine. The incomplete upper area will consist of the abandoned mine, and the technical areas, such as the insides of buildings, item storage etc. The path leads out of the north end of the port and off the screen (where the demo ends).
What the forest path currently looks like.
Post has been edited 5 time(s), last time on Jun 13 2009, 3:46 am by scwizard.
None.