I have a design doc I can share, either contact me here, at firstname.lastname@example.org, or on Discord (tag is levgre#1415). I am only going over some of mechanics in this post, with more focus on combat than campaign, as combat is the core of the game. designers could possibly be welcome, at the least I don't ever mind getting additional ideas/feedback.
Like said in the title, the game is inspired by Darkest Dungeon, but aspiring for deeper and more varied combat/campaign mechanics.
Theme: the player controls a party of raiders that go on missions, getting loot, building up reputation and experience, etc. These missions would often be populated areas like towns and forts, but also could be caves, forests, and other settings.
The player will control a party of 6 characters. Changing group formation and individual character positions will be an essential part of strategy for all party compositions. However, most characters will still be in melee combat, as often the party will be fighting off enemies from both sides (just less often from the rear).
Characters, both friendly and enemy, will be able to die or be severely injured in one hit, and no magical healing available. However they will be able to dodge or deflect most attacks until they run out of "stamina", at which point they become sluggish and easier to kill. So gameplay wise, stamina behaves sort of like the regenerating shield in halo. However if the player makes a tactical error or puts a character in a situation where they are outmatched, characters could still be wounded even at full stamina. So individual battles are not the only threat, but also tiring from waves of enemies.
The player's group can rest when needed, but that will allow the enemies to ready their defenses or get reinforcements. So speed and smart stamina management is encouraged. Although, there will be some level of variety in approach, the player could have a more heavily armored team that slogs through tougher fights, or a lightly armored quick characters for a fast team that relies more on the element of surprise.
Weapon and armor choices for each character will be significant strategic decisions, based on battle formation and also the strengths and weaknesses of the party comp/individual characters.
The exact setting is not yet decided, it could be realistic medieval, high fantasy medieval with demihumans and magical creatures and some level of magic, steampunk, etc.. The "raiders" could be seafaring viking types, fighting in a religious conflict like crusaders, or some of both.
Thanks for reading, and lmk if you are interested or have any questions.
Roads that turn at only 90 degrees seem unnatural, but rendering 45 degree turns is turning into a major headache, because it means that roads cut diagonally across tiles and leave pieces of themselves in neighboring tiles. In addition to having textures to render all the various turns an intersections, we also need every combination of nearby roads sticking out in the corners of the tile. In total that seems to be 4096 road tiles just to cover all the possibilities, even when we restrict roads to only going tile-center to tile-center.
We can save memory by doing some flips and rotations in UV coordinates, but I estimate we'd still need dozens of tiles. We can also save some effort by making the tiles transparent beyond the edges of the road, and then layer together multiple tiles when appropriate, either in pre-processing or in the shader. Whatever we do, it is becoming a major headache for something which seems to be so simple in concept. Am I somehow approaching this problem from the wrong direction?
I'm Andy from StriX Interactive and we are
LOOKING FOR A LEVEL DESIGNER
to join us on this incredible adventure of developing Blood Oath. Open world fantasy 3rd person RPG in the style of The Witcher.
We plan to launch a Kickstarter campaign by the end of the year. So it's not a paid job yet.
We need someone capable of making terrain according to the world map that we have and over all level design. We have a great team and want YOU to be a part of it.
Contact us on our facebook page https://www.facebook.com/StriXInteractive/
By Java Nigga
We are JN Studios, we are looking for people to work with us in our project.
JN Studios is a 2 people amateur studio. we have like 1 year making games, but this is our first professional project to show it to the public. We are a programmer guy(Me) and a 3d modeller.
About the game:
Strategist Sniper is a RPG/FPS game, yes RPG and fps :v you awake in the middle of the unknown and a small voice tells you that you have to go through the world killing other snipers to get out of there. the mechanics of the game are based on the basic controls of games like League of Legends and in FPS games like Counter Strike.
What we are looking for?
actually we are looking for another c# programmer, a musician and an artist(for game illustrations for the marketing of the game).
when the game is in a stable alpha phase we will create a campaign in Idiegogo to obtain money to finance the game. each of the project participants will receive a percentage depending on the work done.
How to apply?
just send us a email with a portfolio and in what you can help our team - email@example.com