In Over My Head
Barely Literate
- Joined
- Nov 22, 2023
- Messages
- 2
Hello,
I've been lurking in here for years and have managed to stay behind the safety net so far, but I've finally made the mistake of making an account in this shit hole.
Why? So I can dump random progress updates that nobody cares about the game I've started developing this year. It's ok, I'm calling it an RPG, that should get me a front row seat in the news.
It's a:
-grid based
-turn based
-blobber
-with seamless action sequence
That's about it. To further expand a little on each of the things mentioned:
-grid based: each grid square (it's squares, it's (almost?) always squares, are there any blobbers that don't use squares?) can hold a set maximum size value of units (example: one ogre OR two humans OR four rats OR one human and two rats, etc...).
-turn based: in a grid based blobber? turn based > real time anytime. Especially since I'm planning on allowing the player to have.... a ridiculous number of "party members" (with quotes, more on this latter, stay tuned! If you can't handle the wait:
)
-blobber: you know what a blobber is. What makes this one special? Nothing yet, maybe the possible number of controlled "party members". I've drawn inspirations from M&M (old and new old and older, but not oldest, maybe I'll play the first two entries, but not yet...), Wizardry (mostly the party positioning thingy in Wiz8) and many other games all over the place.... like Dominions, Conquest of Elysium, Battle Brothers, etc...
-"with seamless action sequence": I'm proud of this, I just came up with this marketing mumbo jumbo right now, it just means that combat won't be a separate phase, you don't "enter combat". It'll be similar to M&M III for example, where enemies are in the world and you can see them you don't get "ambushed!".
-It'll be class based, at least one of the classes is something I've never ever encountered in a RPG (and in games... only once), no details yet in case it turns out to be a stupid idea, I'll share more on it later when I have something more than just an idea of how it would work.
-There's no setting yet, but I'm working on the assumption that it'll be your standard-ish, run of the mill, fantasy game for the most part.
-There will be a story, it will be "bad". There will be dungeons to loot, rats to kill
, traps to avoid and puzzles to solve, that will be the main focus of the game.
-There will be an inventory, it won't be a list, it won't be a grid where all the items are 1x1, it'll be (it already is) a nice grid with different sized items (ala M&M VI-VIII).
-There will be (I hope, no promises on this yet, actually no promises on anything!) paper dolls to play dress up with your realistic-ish armour (very ish because while i hate WoW looking armours and weapons, i don't hate Sauron's in the LotR movies, I haven't decided how far i want to go with this....).
-There will be cool spells to cast.
-There will be cool weapons to wield (not just swords and axes but polaxes and spears).
-There will traps to disarm AND to place.
-There will be rudimentary physics puzzles (like placing stuff on a pressure plate, you know, the works).
-It will have extremely poor art because I'm terrible at it and I can't afford an artist.
-It will have a party positioning system (ala Wiz8) where weapon reach matters when targetting enemies, where you can use tougher party members to take the brunt of the fighting and where enemies can engage party members that are in front of them, possibly interrupting their actions, etc...
-It will be possible to have up to 20 "party members", 4 main player created party members + 16 extra slots within the party positioning system (4 per section, left - right - front - rear - middle)
-It will have many more things...
(Very very early - one of the first things I started working on: pathfinding, using A*. I was going to post a video of a patrol path and obstacle avoidance but I can't just directly upload videos so take this instead)
(very early HUD - an inventory with random items generated, the party positions, etc.... with many debug colours / lines / shapes present, ignore those)
I decided to try and create as much of the game by myself as I can without resorting to assets, frameworks, etc... some things are inevitable (I'm not going to create my own game engine for example, and I haven't touched the absolute disaster that's going to be 3D models which I can do but I can't really texture or draw well, etc...), but things like RPG Frameworks were out of the question for me and I've decided to create my own crappy version. For the curious the game engine is Godot.
I've been lurking in here for years and have managed to stay behind the safety net so far, but I've finally made the mistake of making an account in this shit hole.
Why? So I can dump random progress updates that nobody cares about the game I've started developing this year. It's ok, I'm calling it an RPG, that should get me a front row seat in the news.
- "What's the name?"
- "What is it and why should I care?"
It's a:
-grid based
-turn based
-blobber
-with seamless action sequence
That's about it. To further expand a little on each of the things mentioned:
-grid based: each grid square (it's squares, it's (almost?) always squares, are there any blobbers that don't use squares?) can hold a set maximum size value of units (example: one ogre OR two humans OR four rats OR one human and two rats, etc...).
-turn based: in a grid based blobber? turn based > real time anytime. Especially since I'm planning on allowing the player to have.... a ridiculous number of "party members" (with quotes, more on this latter, stay tuned! If you can't handle the wait:
it's summons, you can summon shit, not literal shit though (maybe a poo elemental that diseases enemies, we'll see)
-blobber: you know what a blobber is. What makes this one special? Nothing yet, maybe the possible number of controlled "party members". I've drawn inspirations from M&M (
-"with seamless action sequence": I'm proud of this, I just came up with this marketing mumbo jumbo right now, it just means that combat won't be a separate phase, you don't "enter combat". It'll be similar to M&M III for example, where enemies are in the world and you can see them you don't get "ambushed!".
- "I'm so excited please keep talking!" / "I need wake up early and only this poorly thought out semi-coherent rambling can help put me to sleep, keep talking!"
-It'll be class based, at least one of the classes is something I've never ever encountered in a RPG (and in games... only once), no details yet in case it turns out to be a stupid idea, I'll share more on it later when I have something more than just an idea of how it would work.
-There's no setting yet, but I'm working on the assumption that it'll be your standard-ish, run of the mill, fantasy game for the most part.
-There will be a story, it will be "bad". There will be dungeons to loot, rats to kill
(Maybe a special Ratt Barton - King of the rats)
-There will be an inventory, it won't be a list, it won't be a grid where all the items are 1x1, it'll be (it already is) a nice grid with different sized items (ala M&M VI-VIII).
-There will be (I hope, no promises on this yet, actually no promises on anything!) paper dolls to play dress up with your realistic-ish armour (very ish because while i hate WoW looking armours and weapons, i don't hate Sauron's in the LotR movies, I haven't decided how far i want to go with this....).
-There will be cool spells to cast.
-There will be cool weapons to wield (not just swords and axes but polaxes and spears).
-There will traps to disarm AND to place.
-There will be rudimentary physics puzzles (like placing stuff on a pressure plate, you know, the works).
-It will have extremely poor art because I'm terrible at it and I can't afford an artist.
-It will have a party positioning system (ala Wiz8) where weapon reach matters when targetting enemies, where you can use tougher party members to take the brunt of the fighting and where enemies can engage party members that are in front of them, possibly interrupting their actions, etc...
-It will be possible to have up to 20 "party members", 4 main player created party members + 16 extra slots within the party positioning system (4 per section, left - right - front - rear - middle)
-It will have many more things...
- Some
videos andscreenshots showcasing some stuff:
(Very very early - one of the first things I started working on: pathfinding, using A*. I was going to post a video of a patrol path and obstacle avoidance but I can't just directly upload videos so take this instead)
(very early HUD - an inventory with random items generated, the party positions, etc.... with many debug colours / lines / shapes present, ignore those)
I decided to try and create as much of the game by myself as I can without resorting to assets, frameworks, etc... some things are inevitable (I'm not going to create my own game engine for example, and I haven't touched the absolute disaster that's going to be 3D models which I can do but I can't really texture or draw well, etc...), but things like RPG Frameworks were out of the question for me and I've decided to create my own crappy version. For the curious the game engine is Godot.