I'm here to talk about (ie advertise
), a project I've been working on for 2 years and a half now, codenamed 'TinyRPGSim'. There is also an official blog: http://tinyrpgsim.wordpress.com'Legal' facts:
It is inspired and driven by concepts published as part of the 'Three Hundreds Mechanics' (see http://www.squidi.net/three/
, #70, #71, #72), as well as using public art from the same site (and defunct forum) aka 'The Free Pixel Project' : http://www.squidi.net/pixel/
All programming is done by myself, I've done all the initial level design (1st town, 1st castle and its levels), then received some help in the form of more content (new castles and a new town). All graphic resources come from the original 300 entries or the Free Pixel Project.Game pitch:
This is a kind of inverted RPG, but not quite
You have some god-like powers over a RPG-like setting of Adventurers going to find treasures (and grind for XP!) in hostile 'castles'.
This is meant to be a very passive game (some dubbed it a 'fishbowl'), but with many possibilities if the player wants to be involved.
Some of the player's powers are:
- Buying more Adventurers
- Buying more levels
- Buying more monsters
- Buying new kinds of monsters
- Upgrading monsters
- Upgrading levels
- Buying buildings (includes housing, guilds, craftsmen, etc...)
- Upgrading buildings
The original concepts also propose to give the player control over each Adventurer's goals and objectives, and gives detailed ideas about guilds and housing. I haven't implemented those yet, so I won't talk about them now.Development state:
This project was started in April 2008 and has gone through several periods of intense activity (ie full-time work) as well as extended periods of total inactivity, and most of the time, something between, ie small amounts of work when I have the time, energy and inspiration.
These periods are mostly driven by my (un)employment state and holidays, as could be expected.
I've made public builds of the game since early in the development, I've also received some invaluable feedback and help, on the forum mentioned earlier (on squidi.net), which is now completely dead, even its history lost.
Anyway, now you can find builds and thoughts and work in progress information on the project's official blog here: http://tinyrpgsim.wordpress.com
.Latest Windows build is available under the 'build' tag: http://tinyrpgsim.wordpress.com/tag/build/
.Mac ports can be available under the 'mac' tag: http://tinyrpgsim.wordpress.com/tag/mac/
Now, about the actual state of development... The game is playable, although very incomplete. As of build 016, many of the game mechanics are in place, but under-used, or unused (the building system for instance).
The content is lacking too: all the adventurers look the same, there are too few monster types, no magic, no loot, no guilds, no building upgrades, ...Help needed:
The first and foremost help I need is feedback. Having people actually trying the game and asking me to fix bugs or implement features or add their content is the most efficient way of helping me.
So, go download the latest build, play with it a bit, then come back here and tell me what's right and what's wrong, or just pester me for a new build.
Then, there's the whole content issue. There should be much more in the game to make it interesting: more levels, more monsters, more towns, more buildings, etc... Contact me by replying here, or by PM, or by mail: tinyrpgsim-at-free.fr
Last point is the graphical content. I've got some sprites not yet used from people of The Free Pixel Project. But I don't have any boss sprites, the tilesets are quite limited and not very consistent (zombie town for a fantasy world?!),
so any help is welcome. If you wish to go and design the whole thing from scratch, please be my guest. I can provide specs, and I can even improve these if needed.
Thanks for reading Note: all screenshots are taken from Build 016, running in 640x480 resolution, the interface will look better (no cut texts) with a bigger resolution, eg: 1280x1024.