Other projects such as G.R.I.N.D., my web grind-based RPG or my diablo clone I've started a few months back were scrapped because there was too much stuff I would have to do to make it work, I probably have trouble scaling my ideas for 1-man teams and inevitably, I hit walls that I can't reasonably clear alone, and decide to scrap that project.
I have completed some games, of course, a html5 tower defense, a little space shooter, 3d minesweeper, a chess rpg and a few card/board games, but they are very small projects. Of course, they're not without the 'quirks' that make my the kind of designer that I am. The tower defense game has classes and level-ups and skills, the space shooter has three skill trees, 3d minesweeper is a little thing I did in my spare time but basically it's minesweeper on a timer, each second is a different dimension of the grid, the chess RPG had weird ressource managemnt subsystems.
To say the least, I have a few core principles for my game ideas and I'll try to stick to them, whatever the game I'm making, be it a first person shooter, a card game or a casual facebook timesink, I would implement these two key concepts.
1 - Try to do something different, anything, have a mix of mechanics that you can't recall seeing.
All of my projects to this in some fashion. Generalpocalypse was going to be a mix of Fire Emblem, RISK and Advance Wars where you could produce and train individual units in small-scale battles to defeat opponents in specific scenarios. Chronoscape had 7 teams of 4 people in different time periods and you walked around in grid-based maps (that remind me of Etrian Odyssey's), fought enemies, solved puzzles, talked to people and changed things in other time periods depending on your actions. The battle system was kind of like dragon quest but you gained exp that you could place into your stats or skills to choose what to level. Also there was a difficulty system that improved enemy stats and AI.
The current game I'm working on is a turn-based RPG where you fight to get coins and use these coins to play minigames to upgrade your characters, later on you will be able to play other minigames to upgrade the minigames to upgrade your characters faster. I don't think I've seen that lately? I'm not too sure of the structure yet, so far my plan is for the minigames to be in a discrete menu, but maybe I'll just have them pop out randomly during battles like in wario ware.
2 - I love numbers, have all of the numbers, anything you can put numbers to, do it.
When I was a kid and played Link To The Past on the SNES, one of the first thing I did is create a table for damage values and imagined numbers would pop out whenever I hit enemies and grabbed hearts. I love numbers, stats, skills, achievements, progress bars, they're great. I try to have them everywhere. If I can think of a reason to have 6 different currencies in a game, I'll do it.
G.R.I.N.D. was all kind of numbers, you had these zones where you could fight enemies, after killing 10 enemies in one zone, you would be able to encounter 2 enemies at once, after 100 enemies, you could get 3 in the same fight, after killing an enemy 10 times, you'd get more info about it, same thing for 100, 1000, etc. That game also had a battle system such as the one in final fantasy 12 and each enemy could drop 10 different items, and you could get more drops by killing the enemy a lot.
I wouldn't be able to make a game without numbers or RPG elements. My space shooter had skill trees, my chess game had stats and level ups, I tried to make an endless runner and had to stop because there were too much content creeping in (you had to run over tiles to attack enemies). Even that one time where I tried to make a website, there were achievements you could get from browsing!
So yeah.
Would I love to finish Chronoscape? Generalpocalypse? Sure, I would, especially now that I'm using Unity, making games seems a bit easier, even tho I'm not an expert in C# yet. But right now I want to make that one game, I even have a design document for it! My problems right now is that I don't have much time to work on it, I should make more time.
Also I have close to no artistic talent, maybe I can make art, maybe I can make music, but keep that in mind as I show some screenshots of my progress from week to week.
Imagine super mario rpg music playing over this |
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