I should have done this before doing the Tilemap but, I’ve started to do some planning on the specifics of the game; outside of the vague notion of a simplistic RPG where you’re an adventurer wandering around a randomized landmass.
Here’s my long, but still incomplete, checklist of what this game will likely feature:
- Game mostly occurs on a 2d, grid-based map
- Asynchronous turns. Map turns occur each time you move your character.
- The player has a basic inventory
- Each turn the player may: move to another map space, search the current map space, or rest to restore health. You can also use an ability or item from your inventory as a free action.
- Auto-save on each new map turn.
Set in a randomized landmass.
- The landmass, or map, is composed of several terrain zones surrounded by sea, e.g. plains, snow, forest, etc.
- Different terrain will have different kinds of encounters
- Some terrain have properties, like blocking movement unless they have a certain trait.
- Scattered throughout the map are random encounters: Characters, Items, & Locations. There is also a small chance of triggering an Event each time you move a space.
- Locations may have a series of Events that trigger one after another each time you “search” them
Simplistic stats & combat
… while still trying to make it interesting
- Combat is usually triggered by moving onto the map space of another Character or by certain Events. This leads to a minimalist combat screen.
- Combat is menu based like Final Fantasy & Pokemon, although actions are executed at the same time
- Commands available at all times: Abilities (with subcommand “Attack” always available), Items, & Flee
- The items you have equipped (weapons in particular) determine your abilities in combat
- You can switch weapons via the Items command however the action is executed at “slowest” speed
- Fleeing will exit combat & move you back to your previous map space as an additional turn, meaning that NPCs may move a map space at this time. It is executed at “slowest” speed in combat, & if you are hit during this combat turn you will not exit combat.
- Character stats are simply: attack (base damage dealt), health, toughness (how much damage is removed), evasion (chance of being hit), & speed (how quickly an action is executed)
- NPCs also have a non-combat “initiative” stat deciding how often they will move to a random map space
- An attacker’s speed can overcome a defender’s evasion if it is much higher than the defender’s speed
- Characters & Items usually have “traits” attached to them. These function similarly to keywords used in Magic: The Gathering.
- No levelling system but there will be items & consumables that affect your stats.
- No set objective, other than surviving & finding a way to leave the isle (either by finding a portal or acquiring a boat).
- Leaving the isle is the only way to save a character to play for a new game.
- You will have the option of saving the map when you leave so you can replay it on a new game.
I’ve found myself pseudo-coding this game before starting on a game design document, though I’d like to get that done before I continue pseudo-coding. I guess that’s a good sign since I haven’t really done that kind of thing in a while.
Next: just like with the RPG Maker project, flesh out the concept a bit further & develop towards a game design document. I’ll likely start by coming up with activity diagrams & the like for figuring out the order of menus & what not.