Heyo,
I am currently solo developing a passion project of mine with a kind-of placeholder name: No Name RPG.
It's an RPG (huzzah) which I always fail to describe well, probably because it's identity is partly WIP. Essentially, I'm trying to have a gameplay system which is realistic in most aspects but still noticeably gamified as to not be aggressively tedious. Let the ramble ensue:
Realistic in the sense, that you can not hope to beat an elemental made out of fire by simply swinging your steel sword at it. It probably wouldn't work in real life (not empirically proven) so it's not gonna work here either.
Your steel sword does not deal 5 Damage + 20% Strength multiplier. It's just a swing o' the sword. It *will* instakill a human if you hit it on the head though, so there's that; likewise enemies can instakill you too. The fact that your Status UI displays 'temperature' should indicate best what I'm going for lol.
Having played a lot RPGs myself I'm trying to reduce shfun stuff like limited inventory space, potions you never want to use, UI bombardment and NPCs calling you a hero for left clicking. Just stuff that personally irks me.
World building wise there will be a lot of weird interesting stuff extrapolated from prompts a la 'What would happen if...' , like for example:
- What would happen if you had a miles long line of arrows magically appearing out of nowhere and shooting in a single direction.
- What would happen if you had a large area where any metal is immediately pulverized into sand
- What would happen if you had a mountain that is non-stop spewing large boulders from it's top
- What would happen if there is a zone where every creature will loose their arms forever except for one... including wings... dragons
And from these prompts come fun zones for the player to explore and navigate, as the ramifications of these effects are much more major than they lead on at first. What they are you can explore in game ( when those parts are implemented ( which they are not ( yet (:D ) ) )
Lastly I think it would be fun to give the player as little information as possible about the world, items and characters as possible, but give full explanation on gameplay effects. If you want to brew a nice health potion you gonna have to read a book to learn how to do it
That said, I don't know what I'm doing. Any and all feedback is more than welcome.
This game is still deep in development; the tutorial is not even fully finished
Unusually I have consistently worked on this game for the past 5 months, which is why I think I can confidently post a thread here and update it somewhat frequently.
I am really starting to consolidate the No Name-Name even though it really should only be placeholder. I can't seem to come up with a better name.
(mandatory screenshots)