2009-12-23, 09:29 PM
My obsession with changing every texture in the game has taken a long time just to complete my first map.
Here are some main ideas my game will bring to the table and I'm hoping Holy Diver (Dio fan, right?) and the rest of the experts will help me bring these ideas to life:
Exploration - I think every king's field fan will take thier favorite aspect about the game and expand it. I noticed that Hgouls' "Diadem of Maunstraut" was very combat focused and intense and I think it's a great game that reflects the maker's intent on making that the goal of the game ("Trismisgestus" was also a deliberate style). The intention of my game is to focus on environment and sense of adventure by diminishing the usual amount of monsters to a powerful few. Using equal amounts of puzzles and monsters achieving a slower amount of action but making up for it in awe of the environment.
Contrast - You start off in a town that is brimming with life and NPCs. No monsters and beautiful architecture and people to talk to. This is your home and will enhance NPC interaction and safeness as much as possible. As soon as the hero leaves his town, the qualities of loneliness, desolation and hopelessness will be the only companion. Environments unspoiled by his own race and some ruins of unknown ancients as he seeks for rare herbal ingredients to save the dwindling kingdom(see story). The farther you go out venturing from home, the more you see the security disapear as you trudge through the unknown in solitude.
Story - In the ultimate role reversal, you will be playing the Lord of a Village. Your home is a castle and you have your own townspeople to look after. Instead of being a pauper with nothing to lose, you stand to lose everything as a deadly disease begins to ravish your country. As fortune has it, You are the Lord of the farthest town on the outskirts of the kingdom. The King (very ill himself) has sent a message to your town charging you with the task of finding a cure for this grave ailment. Struck by a sense of duty, you leave your commander in charge to protect the town, vow to enter into the mountain regions and find a hermit who is studying medicine there. The Fate of the kingdom rests in your ability to work with the hermit to find a cure and rid the kingdom's pestilence before it reaches your own town destroying everything you have.
more info as game is updated... should have a small demo out soon (the town only) as the kinks get worked out.
Here are some main ideas my game will bring to the table and I'm hoping Holy Diver (Dio fan, right?) and the rest of the experts will help me bring these ideas to life:
Exploration - I think every king's field fan will take thier favorite aspect about the game and expand it. I noticed that Hgouls' "Diadem of Maunstraut" was very combat focused and intense and I think it's a great game that reflects the maker's intent on making that the goal of the game ("Trismisgestus" was also a deliberate style). The intention of my game is to focus on environment and sense of adventure by diminishing the usual amount of monsters to a powerful few. Using equal amounts of puzzles and monsters achieving a slower amount of action but making up for it in awe of the environment.
Contrast - You start off in a town that is brimming with life and NPCs. No monsters and beautiful architecture and people to talk to. This is your home and will enhance NPC interaction and safeness as much as possible. As soon as the hero leaves his town, the qualities of loneliness, desolation and hopelessness will be the only companion. Environments unspoiled by his own race and some ruins of unknown ancients as he seeks for rare herbal ingredients to save the dwindling kingdom(see story). The farther you go out venturing from home, the more you see the security disapear as you trudge through the unknown in solitude.
Story - In the ultimate role reversal, you will be playing the Lord of a Village. Your home is a castle and you have your own townspeople to look after. Instead of being a pauper with nothing to lose, you stand to lose everything as a deadly disease begins to ravish your country. As fortune has it, You are the Lord of the farthest town on the outskirts of the kingdom. The King (very ill himself) has sent a message to your town charging you with the task of finding a cure for this grave ailment. Struck by a sense of duty, you leave your commander in charge to protect the town, vow to enter into the mountain regions and find a hermit who is studying medicine there. The Fate of the kingdom rests in your ability to work with the hermit to find a cure and rid the kingdom's pestilence before it reaches your own town destroying everything you have.
more info as game is updated... should have a small demo out soon (the town only) as the kinks get worked out.