Wednesday, August 12, 2015

Game Goals

So, here is an outline of what I want my game will consist of and what I want it to achieve.

- RPG elements

  • Heroes have RPG style stats, gain experience, level up, etc.

- Party Based

  • Diverging from true roguelikes, I want my game to have you manage a party of heroes on each run into the dungeon

- Tactical, team based combat

  •  inspired by Hoplite, so hex based, and only movement based attacks. No mashing the attack button
  •  keep stats minimal
  • keep RNG minimal in combat - so far my plan is to have largely deterministic combat, but with chances to roll extra damage depending on weapon.

- Perma death

  • So here is a roguelike feature
  • Also influenced by the Darkest Dungeon or the Fire Emblem series

- Hybrid RPG/Strategy

  • Since you are managing a stable of adventurers rather than a single PC or group of PC's
  • Heavily inspired by Darkest Dungeon
  • More on the RPG side than Fire Emblem
  • I imagine somewhat similar to XCOM but I've never played.
-Procedurally generated dungeons
  • Purely roguelike in this respect
- Minimalist Inventory
  • I don't like micromanaging inventories especially if you have a whole party of heroes
  • Heroes won't have equipment with the exception of variable weapons
  • In general the principal is macromanagement over micromanagement
-Theme
  • The setting is low magic, sword and sorcery over epic
  • Adventurers are desperate lowly individuals not lofty heroes (as in DD)
  • Fairly traditional class system but with lower tier starting class ex: early adventurers are peasants and cultists who find better equipment and graduate to mage apprentices, witches, thieves, hunters, militant religious zealots, etc.
-Dungeon
  • emphasis on exploration, rationing resources, avoiding difficult encounters and traps etc
So this is a very disparate and incomplete list, but I don't have much more in me right now. It should give a clear enough picture of what I'm aiming for.


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