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df
Pretty, Pretty Fairy Princess


Joined: 13 Apr 2009
Posts: 5

PostPosted: Fri Apr 17, 2009 3:47 pm    Post subject: Fishguts [quote]

I've lurked for the longest time and only very recently bothered to sign up.

Thought it might be time to drop some info on my WIP

- has no real name yet (dev titles for pc/gp2x/psp all have different titles but collectively its 'fishguts').

- Classic style cross between Ultima III, Magic Candle, Demons Winter etc.

- Combat is tactical gold box style, large combat maps, turn based etc.

- PC's use a skill based system rather than class bassed.

- Game system is a hybrid (most of it spawns from Fuzion, Instant Fuzion and OpenCore), this is a stat+skill+N roll based system.

- All in C/SDL and uses lua to drive the maps and things

- Maps created with TileD

- Dungeons are mostly 'random' but fixed at the start of each new game (they don't change each time you enter etc), and I mostly cheat, they are pre-genereated and the game just selects maps 1, 7 and 32 and the three levels of dungeon X (and levels once selected are out of the selection pool for any other dungeon).

- Cash will be somewhat limited and item resale will have low values so as not to make it too east to break the game economy.

I blog random stuff on its design and implementation here
http://mega-tokyo.com/blog/

There is a little gameplay demo video on the blog as well as some old screenies buried deep somewhere..
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cowgod
Wandering Minstrel


Joined: 22 Nov 2005
Posts: 114
Location: Pittsburgh, USA

PostPosted: Fri Apr 17, 2009 7:10 pm    Post subject: [quote]

It sounds basically like a Rogue-like except a little more newfangled.

The real problem is how to handle dialogue, plots, and quest assignment. If the quests are all "Fetch some piece of junk", you might as well not bother with quests. It seems to work ok for Fate though.
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df
Pretty, Pretty Fairy Princess


Joined: 13 Apr 2009
Posts: 5

PostPosted: Fri Apr 17, 2009 10:13 pm    Post subject: [quote]

I dont know if its very roguelike is, I mean sure I write roguelikes and reuse a lot of code if I can but.. its more ultima iii/magic candle than anything.

lots of talking to npc's. lots of exploring. tactical combat with a party...

the only roguelikeish thing is that I created some dungones via a template version of my cellular automata routine and some dungeons via my rooms+corridors routine...

what makes you thnk its all 'fetch some piece of junk'? every quest in every game can be attributed on some granular level to a 'fetch', from info from an npc merely from talking to a physical item. its all a 'fetch' of some kind.

I've got an overarching storyline, politics, you can pick a side if you want or not.. people will treat you accordingly depending on your reputation etc.

think more ultima iii meets pool of radiance.
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