Top-Down Real-Time RPG ( really in-depth and expandable )
by Aaron · in Game Design and Creative Issues · 03/24/2009 (12:43 pm) · 5 replies
Hi everyone... I'm new to the Garage Games community but I thought I would ask for some incite on my new project ( Fighters: Technology ) I'm currently working on. Now I'm not quite sure how many of you are familiar with the console game market. For those of you who are games like Champions of Norrath and The Baldur's Gate Series ( the console version ) will give you the basic gameplay feel that I plan to accomplish. Top-Down camera, Real-Time combat... but with a few twist. First, I want to tune the combat engine towards the adult level a lot more with gore content comparable that of games like mortal kombat and diablo. Next, I plan on making the role-playing aspect much more in-depth by not only allowing players to level up character attributes and skills but to add what I've called "ADDITIONS" to each skill. Each skill can be modified with up to six Additions. These can be found in-stage or purchased and shared with friends and other players online. Here's an example... The character has a Shotgun which does 2 push, 2 damage, and has a 2% chance of knocking the opponent down. As you level this skill up it increases naturally.... 3 push, 4 push... etc. Let's say you find a push Addition... now you can add a little more distance to the enemy and allow yourself to level other skills in the meantime. Now in... hahah "ADDITION" to this I'm planning on making this an XBOX Live Community Game with hundreds of expansions from the development community. I'm talking stories, missions, characters... the possibilities are endless. So if you have the time please leave me some feedback with likes and dislikes and I'll make sure to take notes. I'll be posting a small portion of the design document I've been putting together over the last 6 months so I can recieve more feedback... Once again thanx
- Aaron
- Aaron
#2
- Aaron
03/24/2009 (1:59 pm)
Not at the moment a majority of my work is written. I'm pretty avid at 2D art so I'll be doing some concept art very soon. The games been in the idea process for years. I was in the military always deployed so I didn't have much time aside from that and school to do much work or recruit a team. Now I'm out and I'm newly enrolled in WestWood College's Game Development Path... As for the Sci-Fi idea, that is exactly what I'm going for. Fighters is the name of the series... I want to start with TECHNOLOGY where everything is cast into the future. Then Modern will be released ( hopefully ) and not long after... RENAISSANCE where society has collapsed and returned to the distant past. The idea I came up with as far as the character selection system was to maintain a class system. Barbarians, Clerics, Mages... that sort of thing. I thought I would get a lot of resistance from my friends who are diehard gamers. Instead they welcomed the idea and suggested I just broaden the range so the players have a larger selection. Therefore I did. That's another thing I'm reaching out to the public for... CLASSES! The character will then be referred to by his class. For example, THE NINJA, THE ASSASSIN, THE ALCHEMIST, THE HITMAN, etc. All with unique skill sets and class specific attribute points. I'll be adding the full list of classes I've come up with so far sometime tomorrow. Please everyone continue to leave feedback thanks in advance.- Aaron
#3
03/24/2009 (2:35 pm)
Here are a few videos of the gameplay mechanics I plan to accomplish in Fighters : Technology...
#4
That's an interesting concept for the skill system, and I think it will be a fun mechanic- But how does that do anything for roleplaying?
It sounds like you're developing a top-down, realtime, fighter rather than a roleplaying game, and for marketing purposes, it's an important distinction (you can reach more people with an action/fighting game than an RPG). In an RPG, players expect some sort of interaction with the NPCs beyond just fighting (Diablo is not an RPG either, even if it tries to bill itself as one).
As for your game idea, I think it sounds fun. You can test and balance those classes using Excel (because it's all numbers and you can simulate attacks and whatnot using the formulas) before you even have anything in a game.
03/26/2009 (8:26 am)
@Aaron:Quote:I plan on making the role-playing aspect much more in-depth by not only allowing players to level up character attributes and skills but to add what I've called "ADDITIONS" to each skill.
That's an interesting concept for the skill system, and I think it will be a fun mechanic- But how does that do anything for roleplaying?
It sounds like you're developing a top-down, realtime, fighter rather than a roleplaying game, and for marketing purposes, it's an important distinction (you can reach more people with an action/fighting game than an RPG). In an RPG, players expect some sort of interaction with the NPCs beyond just fighting (Diablo is not an RPG either, even if it tries to bill itself as one).
As for your game idea, I think it sounds fun. You can test and balance those classes using Excel (because it's all numbers and you can simulate attacks and whatnot using the formulas) before you even have anything in a game.
#5
- Aaron
03/26/2009 (1:02 pm)
Thanks for the input Ted. As far as the RPG to FIGHTER question, I plan on making the RPG and story elements around the level found in games like Oblivion and Mass Effect. I'm talking about lush worlds with an incredible futuristic look. One where players can take flights, vehicle travel, or just foot it through massive futuristic cities. A lot of my friends have saw a few of my drawn concepts and they think it will work well with the top down camera style. I want to make it so much more in-depth than Diablo and Champions. I also can't help but agree with you on the Diablo statement. With that in mind, I plan to give the players a truly brilliant and long lasting experience... something fresh and different. I did a few sketches which I will be scanning and uploading as soon as I purchase my new scanner. A lot of my friends really liked the way I maintained well-known classes like wizards who have these futuristic cybernetic yet medieval cloaks. Rogues with cybernetic implants that can be upgraded through missions and, if all goes as planned, be purchased online using points collected in game. My favorite idea came from a close friend of mine. "THE ALCHEMIST"... which is more of a defensive player or controller type has a skill set in which he uses potions and toxins to disintegrate armor, stun, and lethally poison opponents at higher levels. My favorite personal designs are "THE HITMAN" and "THE ASSASSIN" who most would assume to be much alike but are far different. The hitman has a majority of range attacks using mostly gun type weapons with a small amount of melee specials. While the assassin has a equal mix of melee ( blade weapons ) and ranged ( exotic throwing weapons ). The hitman can equip both blades and gun type weapons but are unable to use poisons. The assassin on the other hand can't use gun type weapons but can increase damage to there weapons with poisons. So as you can see I've put a lot of work into this design document to assure that the RPG element stays intact. My apologize for not getting it up as planned, but I had some school work and a client come in to the studio. Please feel free to leave feedback and ideas for more classes. All ideas welcome.- Aaron
Torque Owner Tyler Slabinski