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Working on a game...but my idea changes every single day

A topic by seeders created Nov 30, 2023 Views: 280 Replies: 6
Viewing posts 1 to 5
(3 edits) (+1)

I cant help it.  My vision for the game changes every single day.  I'm trying to just lay the groundwork for what I know will be in the game.

I have terrain.  I have a player character that is animated.  I have damage, health, attack speed.  I can level up.  I have a bunch of monsters.  I have workers who can harvest resources.  Both workers and enemies can move around the map with pathfinding, taking tile movement costs in to consideration.  The player can harvest resources.  I have a working inventory.  Items can drop from enemies when you kill them.  I can consume potions to heal myself.  I have a tech tree and resource costs to build things.  There are factions.  There are towns.  There are roads between towns.  

I have no idea what my final game is going to look like.

Its an rts game.  No its an MMO.  No its an attack/defense/rpg game.  No its a wild west oregon trail exploration game.  No its a space game.  Actually I could...AGGHHHHHHHHHHHH

(+1)

Actually I could... try to tell a story?

Does not need to be a complicated story. But even Oregon Trail has a tiny story. Some would call it a setup or scenario, but nonetheless, it is what elevates it above a puzzle like 2048. If you have rts elements, why are the factions fighting? Even birds vs pigs has an excuse for a story.

(2 edits)

Yea i think I need story as well.  I've been writing a story generator for the past 2 days.  It's actually kinda neat now.  

You can move around a grid, and it will give you up to 3 tile types to choose from when you move in to an undiscovered area.  Whatever you choose gets place down. (Sorta loosely like wave function collapse, except with some player agency)

It has rules and weights on surrounding tiles to make sure its a valid choice before presenting it to you.

Then I have a bunch of generic story elements attached to those tile types.  You find a random [Feature] or [Character] in the [TileType] that is related to that tile type.

It also has a quest with requirements.  When you find the [Hermit] in a [Mountain] tiles, he gives you [an ancient map] that hints for you to find a [Hidden Chamber] in a [Ruins] tile.  

I kinda want to tie this in to my other game as like an overworld thing where you explore/discover areas, but actually have to go in to them and do stuff to fully uncover the tile and move on to the next one.

(+1)

So instead of creating a story you made a mechanic to create a story? Hah. Crafty. You do have at least a scenario or framework all this is happening in, do you?

Of course you actually do not really need it, as something like Minecraft demonstrated. But even that one did implement some sort of hidden goals and a bunch of scenarious on top of the sandbox environment. People like stories.

If pressed for a guess, I might categorize your game under survival, so far.

Anyways, the idea behind having a story would be, to have a framework of mind to ask questions about the game and give answers. Like, does this feature enhance the game. Is this needed. Is that needed. What is missing. What should I put here. What does this need to look like to fit into the narrative. What would these elements do. What elements are missing to compliment the others. And so on.

it's really hard for me to think in terms of narratives.  i always seem to see things objectively.  i guess i tend to avoid creating narrations so the player can hopefully come up with their own?  

I think you're right though.  A story would help me answer a lot of questions related to the design.  I just have problems sticking with one because... well I dont know maybe Im just afraid of commitment 😂 . 

if your game its so big for you, break it to little things.. keep it simple then!

(6 edits)

definetively not good that

you must having things clear if you try do something, and much times not simply "clear" also good balanced and calculated for it gives someclass of challenge to the players as Isr.goat said, keep it simple and with a objetive to reach

For example in my game Roguelike Heaven im doing (Is a 2D RPG game)

1) big maps conception pre-generation (cos its multiplayer then the idea of random-maps dont serve for this)

2) first of all a system combat of attack-strikesback with some class of weapons and basically with simple things as life bar, mana bar, thirsty bar, hungry bar and energy bar 

3) some other objects in map like for example places where you find some FOOD/Drink in map and also a system for get QUESTS/MISSIONS (this dont have to be too much complex, can be simply find an object somewhere in map/game and deliver to a certain character)

4) a system for interconnect the maps (i use a kind of DOORS/PORTALS placed in a certain zone of the map for jump from a map to another)

5) scenary complementary objets like TREES/Houses/traps hidden etc

Then later you can going over add more things and complexity with the modification of code

but one thing is obvious "Rome dont made in 1 day" and things is much better start in simple way and then retouching and fixing and adding new things to it cos with new versions updated and enhanced is how you going building a great game/app