Meatbag
Literate
- Joined
- Oct 21, 2024
- Messages
- 25
Greetings, esteemed readers. I am writing to you today seeking guidance.
I have zero industry experience and I think I need a reality check before I invest any actual money into what I've been working on.
The Plan:
I am a hobbyist 2d artist and writer trying to make my own isometric RPG set in a dark fantasy world with an Arthurian twist. I have a very very low level of competency when it comes to writing code. I would only trust myself to edit the values of existing code, not write anything from scratch by myself. Currently, my plan is to commission a dev on Fiverr (or similar) to make me a basic prototype that I can then populate by duplicating elements and changing their sprites & values to make a demo (I can afford to go back and forth a few times with the dev to get things right). I would then leverage that demo into a Kickstarter/Early Access campaign in an attempt to finance the hiring of a full-time dev to help me complete the game.
Looking at what's out there in the genre and art style, I'm pretty confident that my art can attract an audience with a well-cut trailer. I specialise in very detailed pixel art with a dark/melancholy tone and pride myself on making high-effort animations with minimal puppeteering.
Is this a viable way to produce a game? Is there a smarter way that I could approach this?
TLDR of GDD:
A single-player isometric RPG with turn-based combat that focuses on swordplay.
The player starts as a lowly peasant before embarking on an epic adventure to avenge their family and become a legendary knight of renown.
Core Gameloop:
The combat system:
Does this sound fun and/or interesting to you? What kind of challenges would this kind of game pose for the coding side of things?
Critique My Work:
As I've stated above, I am a hobbyist and have zero industry experience, so I'm looking for any critiques you may have on what I've done so far.
Tell me what you like, what you don't like, what you would change, what could be designed better, etc...
I can only attach 5 images so you can check out more of the visuals here.
Capsule Art (WIP - 80% done):
Gameplay Mockup zoomed (players can zoom in and out at any time)
Armour/Equipment Showcase:
Game world map:
Walk Cycle:
Thanks for bearing with me. I hope you can forgive my naivete and I hope to hear from you! <3
I have zero industry experience and I think I need a reality check before I invest any actual money into what I've been working on.
The Plan:
I am a hobbyist 2d artist and writer trying to make my own isometric RPG set in a dark fantasy world with an Arthurian twist. I have a very very low level of competency when it comes to writing code. I would only trust myself to edit the values of existing code, not write anything from scratch by myself. Currently, my plan is to commission a dev on Fiverr (or similar) to make me a basic prototype that I can then populate by duplicating elements and changing their sprites & values to make a demo (I can afford to go back and forth a few times with the dev to get things right). I would then leverage that demo into a Kickstarter/Early Access campaign in an attempt to finance the hiring of a full-time dev to help me complete the game.
Looking at what's out there in the genre and art style, I'm pretty confident that my art can attract an audience with a well-cut trailer. I specialise in very detailed pixel art with a dark/melancholy tone and pride myself on making high-effort animations with minimal puppeteering.
Is this a viable way to produce a game? Is there a smarter way that I could approach this?
TLDR of GDD:
A single-player isometric RPG with turn-based combat that focuses on swordplay.
The player starts as a lowly peasant before embarking on an epic adventure to avenge their family and become a legendary knight of renown.
Core Gameloop:
- Get Quest
- Journey/Explore
- Combat/Objectives
- Turn in/Reward
- Spending earned resources (leveling up/buying items)
- Character progression (Upgrading skills/attributes/gear)
- Access higher-level quests
The combat system:
- Combatants have action points to spend each turn on actions or movement.
- The number of action points available each turn is determined by gear and player stats.
- During enemy turns, the player can choose to use some of their upcoming action points to react to enemy attacks (parrying, dodging, blocking, etc)
- Weapons have different effective ranges based on their type (Spears - 3 tiles, Arming Sword - 2 tiles, Rhondal - 1 tile)
- Combatants have a 'guard' bar which gets depleted as they take hits. when a combatant's guard is broken, they become much more vulnerable and can be killed much easier with a coup de grace. (A fully armoured opponent may be invulnerable against certain weapon types until their guard is broken.)
- Weapons have damage types and different kinds of armour vary in effectiveness against those damage types (chainmail would be good against slashing but poor against bludgeoning, for example).
- Combatants can not react to attacks from enemies that are outside of the field of view (90 degrees of either side of the current direction they are facing).
- Players can be disarmed by skilled opponents or get their weapon stuck in a felled enemy, forcing them to adapt by falling back on their sidearm, picking up a free weapon or fighting with their bare hands.
Does this sound fun and/or interesting to you? What kind of challenges would this kind of game pose for the coding side of things?
Critique My Work:
As I've stated above, I am a hobbyist and have zero industry experience, so I'm looking for any critiques you may have on what I've done so far.
Tell me what you like, what you don't like, what you would change, what could be designed better, etc...
I can only attach 5 images so you can check out more of the visuals here.
Capsule Art (WIP - 80% done):
Gameplay Mockup zoomed (players can zoom in and out at any time)
Armour/Equipment Showcase:
Game world map:
Walk Cycle:
Thanks for bearing with me. I hope you can forgive my naivete and I hope to hear from you! <3