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hey! this is really starting to shape up. i love how thorough and thoughtful your design is. the auto-scrolling log is also a great idea and it's cool to see options for clearing/minimizing it! blue UI + icons for the weapons is also a very RPG touch. i am also a little curious to see what you'll do with the narrative--i think one of the more fun parts about RPGs for me is making decisions and playing as a certain type of character--so maybe the player could decide how to interact with the farmer in some way that could affect resources or something? either way great work so far!!

Thanks for the toughtful coments. That's a really good point about narrative and decisions.

At the moment I'm pretty tied down with just building the game systems (this turned out to be a lot more ambititous project than I realised), so the narrative will stay pretty linear for now. But in future I would like to have NPC interation as an important part of the game, and a few key decisions, including how to deal with the farmer (and spoiler alert: a bit of time-travel thrown in the  mix !)

Was actually thinking to implement a Ultima-style "keyword" system eventually. Although unlike in Ultima, you do not type in words directly, instead, you would gather keywords as you progress, and then select them from a list when talking to NPCs. I loved Fallout, especially Fallout 2, in the level of choice it gave you when dealing with NPCs and quests... I remember one time, I needed an item from an NPC for a quest, but he wanted me to do his own annoying fetch quest. So I just said scre it, and pickpocketed the item from him instead, and went on my merry way. :D