Another forum tip: Instead of editing your original post, you should just simply make another post, lots of edits just makes the original post very confusing, and also makes the replies to that original post confusing.
I recently played through Bastion, and a lot sounds very similar. The currency in bastion is also some kind of "shards" that I think is related to time.
So you should probably be a bit careful to not be too similar, maybe skip the narrator for example, since that is one of the things that really make bastion stick out.
Maybe focus on the parts that are unique to your game in the genre.
Sounds like you want to do a hack-n-slash rpg with separate "levels" (no open world) and a central menu where you do upgrades. In bastion that menu is interactive and in the form of "the bastion", but its still really just a menu, no gameplay.
Sounds like a nice base design, and isn't taking on too much at once.
So what do you have that has the potential do be unique? The "friendlies" and tameable monsters seem like one point to me, that sounds interesting.
Could become interesting if having different pets alter your tactics in a significant way... and maybe combinations of them will be even stronger. (have some bird-pet drop your snake-pet on the enemy or something)
Yeah, I see how that could get annoying. How about I’ll do the posts, and every few posts I’ll edit my main one and just input it instead of saying edit as such.Yes, I’ll skip the narrator. I must’ve had what I call “Game-Creation Unconscious Shift” since I like giving names to things. It’s where a game you really enjoyed shifts through your mind to a game you’re creating and you start generating ideas similar to it unconsciously. It gets annoying when you discover it.I did some thinking, of how I wished my world to be unique. This is the conclusion I came to:To create a world based on the idea of not telling a story, but showing a lives progress. With this in mind, I decided to create the world “entirely interactive and dependant”. As in, If a monster goes over a fire trap then they get burned. If a bird monster does, nothing happens since the fire doesn’t reach them. If they see a trap, they will avoid it. If your pet dies, it does not get mysteriously “reborn”. It’s dead. Goodbye pet. Just things that would happen in reality. Yes, I wish to explore the pet’s part thoroughly in-depth. I want to make it something of a huge factor in the game. Say it’s hard to acquire monsters and the better the monster the higher the intelligence which means they don’t fall for traps so easily. Basic monsters would walk across traps, whereas higher monsters would require more and more elaborate traps to capture them. You could do things such as a slime trap, which slows them down when they walk over it. So you could get them to walk over the slime, and then quickly lay the trap while they’re stuck in the slime. I really wish this to not only be levels for the player to progress on, but more of a reality where anything the player thinks can happen.Another original idea I had, well I thought was original, is the mini-bosses. To explain better:The mini-bosses will be “instances” that occur at random intervals in the level. As with all the other things, they will be “in co-existence with the world”. As in, if they break through a wall in the level, and there’s a pathway behind it, you just gained a new way to progress. Besides that, though they cannot be captured, attempting a capture gains special shards which can be used to restore certain things (to be defined later). Again, the world works with them. If they hit a slime trap, they are slowed etc. Also, there are no special rules to the mini-bosses appearance. It could appear in the middle of a boss fight, and is what makes them so dangerous.---Sorry I took so long to respond, was caught up in things. That’s just some of my thoughts on what you said.Yes, I’m ShiftyKake, it’s logged me in as this for some reason though and I can’t do anything.