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Strategy rpg/ puzzle

by Brandon Whittle · in Game Design and Creative Issues · 06/28/2004 (4:58 pm) · 2 replies

I Would like to mix the stategy rpg genre with the puzzle game genre. I hope to entice a new crowd of rpg players that do not wish to get caught in leveling up and creating new spells. it will be a very fast paced game based on rounds similar to fft. instead of always defeating other ai opponents some missions will be objective based. Each player will start with certain character types depending on who they are. the winner of each battle will be able to choose one character to steal from an opposing army. there will be many themes of characters included the standard mage thief warrior, but as well as others such as vampires werewolves ogres, etc. the enviroment will be able to dynamically manipulated with spells or skills(ex, grow trees to climb, erode ground under enemies, freeze water to walk on, throw boulders). not sure how to tie in a story weather to make a true story or make a story similar to ut2004 where you are just competeing in some sense in each round. contemplating how to make more complex puzzles that will fit into a strategy rpg round based constraint that would have multiple ways to complete for different skill sets. Would like to adevelope for psp or ds, so probably going with a 2 1/2 d perspective. Let me know what you trhink or if you have any ideas.

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#1
06/29/2004 (1:52 am)
Sounds cool, complex and weird but they aren't always bad thing (unless your new to coding or something in which case start off making one fight then 2 and so on step by step) The characters you talked about, do you mean that you will have to choose who you want to go into the mission or that you have a group, so the more success the bigger the group? The story idea would be good, you could do in like Gladius, have the guys going around copmpeting in places and that to get the glory, but unlike UT you get to walk place to place, and so can have battles in the middle of nowhere and that.
#2
06/29/2004 (9:12 am)
Yes i meant the more sucess the larger the group, and the larger the group the more ways possible to complete a level, find hidden stuff by usuing new skills. not sure i want any walking though that is what most of my non rpg friends complain about. They dont like to walk around and have random encounters, dont like to level up and such and fighting is to slow. So i am trying to remove turn based sytems from it. Which means i will have to work with a sytem similar to an rts game, but keep the elements of rpg such that you dont level up per say. You gain new people who come with new skills, as to trick others into thinking they aren't leveling up. And the only movement will be in the actuall levl itself.