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Posted 19 July 2012 - 08:29 PM
Posted 19 July 2012 - 11:04 PM
Posted 19 July 2012 - 11:43 PM
I love this, too. The combat would have to be intricate and genuinely difficult as to make sure that you can't just run out there and hit things until you're high enough level to punch a dragon in the face and kill it. Leveling up your skills should just give you more ways to fight, but so that you still have to pour time, energy, and tactics into taking down bigger creatures.
A well fleshed-out battle system would be a must, and the presence of mythical beasties far outside the village could add a lot to the game. Your average player will get by selling bread and horse shoes, but the occasional, truly exceptional fighter could dare venture out into the world and make a name for himself slaying things three times his size. Depending on how well-written the combat is, the ratio of people taking on these 'hard mode' challenges would end up much like it is in real life. But the combat would have to be just about perfect to facilitate this: forcing the player to take turns bonking the enemy on the head like Final Fantasy won't fly, even for fighting deer.
Posted 20 July 2012 - 01:38 AM
Carbon copy NPCs put together from scrap parts, reciting one-size-fits-all dialogue repeatedly won't actually make the player feel connected.
Posted 20 July 2012 - 02:52 AM
Posted 20 July 2012 - 04:10 AM
Lest we forget, they're actually trying to make a living, same as you. Plus, tussles over resources are basically the most common sort, so if someone wants in on the lumber industry and you're chopping down as many trees as we can afford to lose, they're gonna take it up with you. And depending on their temperament, swords may or may not be involved.
Posted 20 July 2012 - 04:37 AM
Posted 20 July 2012 - 04:51 AM
you cant defend yourself.
Posted 20 July 2012 - 06:36 AM
Posted 20 July 2012 - 06:45 AM
To be honest, it sounds boring. I do enjoy those parts of RPG's, but if that was the only thing in the game it would become pretty dull.
It would just anoy the player if you did nothing wrong and sudenly a random even caused bandits to raid your village and kill you and for some reason you cant defend yourself.
Posted 20 July 2012 - 10:06 AM
If you do intend to sell such a game, I think you're going to have a lot of problems earning a profit on it. And I really don't think any publishers would pick up on such a title, knowing that the market interest in such a game would be quite low. Imagine how hard it would be to sell a game the revolved around making Big Macs or mopping floors all day. People generally "play a game" to escape the real world, to immerse themselves in adventure and go on a journey that's normally out of their grasp.
In Dwarf Fortress, you are kind of ordinary in rouge-like mode. I say kind-of because I put a lot of skill in swordplay and maybe dodging (?) and ended up having about 13 people come at me before I began to die (there are a ton of injury description stages before anything dies in that game; before-hand I had killed about 4 people without anyone able to hit me even through the beginning of the town chasing after me, needless to say all the injury descriptions made me wonder how any of us were still able to swing weapons at each other... hmmm).
As far as your game, would there be some kind of story or set of game-goals to win or would it be a run out of new stuff to do type of game (like Alternate Reality, played by The CRPG Addict. I agree with him that a CRPG not having a definitive goal to accomplish can be off-putting)?
I think I would like to see a combat system that focuses on avoiding getting hit by an enemy (blocking attacks, staying out of their attack patterns, etc.) and using objects and the environment as a means of fighting. If my character's going to be an everyman like me, but in a fantasy world, he may be adventurous enough to get into a fight, but he will not want to get hit. Therefore, he will always be keeping his distance, getting that sheild always between the enemy and his body, stay behind/on top of stuff, and throwing/whacking with everything that isn't too unwieldy/bolted down. I find such a combat not only hilarious but also communicating just how human and concerned with his/er well-being my character is. If there is a party, there should also be sets of moves that allow for tactics to prevent other party members from being hit and/or becoming frightened (maybe some battles just make 1 or 2 of your party members run off because they fear some enemy far too much or they do not wish to be caught in the fray, and you will have to change up the tactics you were planning to use for most of that area's encounters).
So, any thoughts? Has that last part been implemented in any way in a game (because that would be awesome, and I would appreciate the name and where to get it)?
Posted 20 July 2012 - 11:32 AM
Edited by Arthur Souza, 20 July 2012 - 11:33 AM.
My GameDev Journal http://www.gamedev.net/blog/1480-lotuz-life-with-indie-games/ |
Posted 20 July 2012 - 11:41 AM
Posted 20 July 2012 - 11:38 PM
Do you intend to make money from the game?
That's what guards are for. Anyway, you can try to run away or hide. Also, these parts of the rpg are only lame because the developers spend too much time on what they're trying to sell (i.e. combat and whatnot), not to mention that in most rpgs you can't buy guards and whatnot.
I think I would like to see a combat system that focuses on avoiding getting hit by an enemy (blocking attacks, staying out of their attack patterns, etc.) and using objects and the environment
This sounds like a fantastic game idea. I especially like the idea of a full economy that you can actually influence (a great, if a little under-developed, part of Mount and Blade). I imagine doing this in 3D (effectively) would be an immense project, primarily because each duplicate NPC or item will take away from it all. Regardless, I look forward to playing this game if you decide to go through with it. If you want help, let me know!
Posted 23 July 2012 - 03:25 PM
Posted 23 July 2012 - 04:23 PM
I would recommend taking a look at Recettear: an Item Shops Tale (you can get it on Steam, or even just the demo). Basically, you run an item shop, buy stuff and then sell it to customers. You can also go on some dungeon crawls by hiring adventurers, they do all the attacks while you just follow them (well, the player controls the adventurer but the merchant character follows them around).
Posted 23 July 2012 - 08:09 PM
perhaps even in the event of a party kill you get captured by the bandits and they keep you on hand so long as you keep them healed and they might ransom you back to town, with a ransom you have to pay back
Dungeon Village in in the same ballpark as this. But you play as the mayor. You have a fantasy game type village to run, and by upgrading it, you attract new adventurers who move in and make it their base of operations.
Posted 23 July 2012 - 08:39 PM
Problem is, all their games are Game Dev Story with a new coat of paint. Ironic, since this is a bad strategy in Game Dev Story to begin with!
The developer of that game made Game Dev Story, one of the most addictive games ever, so it must be good! I think I might download this on my phone today and try it out, thanks for the suggestion.
Posted 24 July 2012 - 11:07 AM
Now there's an idea - be as refreshingly honest as possible with the marketing.
Still, it seems like it'd be very easy to fall into a pattern of "Water the crops, pluck the barley, help at the bakery, go to sleep, repeat." The problem with marketing your game on having an unremarkable adventure is that it'll be...well, unremarkable.
Posted 24 July 2012 - 08:09 PM
Now there's an idea - be as refreshingly honest as possible with the marketing.
"This game is probably the most boring one you'll keep playing."
"You wouldn't want your livestock to die from neglect, now would you?"
"Congratulations on your purchase, peasant. Now get back to work!"
"Starvation, dysentery, and dying has never been this much fun since Oregon Trail!"