For the past few months, I’ve been working with three other people on a game, and we thought now would be a good time to start talking about its development.Fractured Crown
is a tactical RPG which emphasizes decision-making in combat. It will be a story-centric game where choices in battle matter every bit as much as, if not more than, decisions made via dialogue options.Website: DimensionTenGames.comGameplay
Making decisions in combat is one of our primary goals, but that’s only fun if the combat is good. So we’re focusing on making our battle system stand out, at well.
One thing we’re doing is handling maps in an unusual way. Instead of a uniform grid, we’re separating things into irregular zones, which border each other in a variety of ways. It lets us do some dynamic things with space, like the two-tiered battle in the mockup below.
This is an early mockup. The final game will probably have a lot less neon blue.
In that scene, the blue lines divide the map into several zones, each of which contain points that the characters can occupy.
A few other things we’re looking to include in the gameplay:
- A class system which replaces levels. Characters have skill sets, which are specialized for certain types of action. Instead of getting more powerful, your characters get more skill sets and become more flexible… but they can only bring a few skill sets into each battle.
- The ability to win battles without killing. This is a big part of our decision-making system. Most battles have goals like “protect this person”, or “reach this location”, or “destroy this magical artifact”. Enemies are willing to get in your way, and if you use lethal force, it makes things easier. But we want no-kill runs to be possible, and we want to vary the story based on how often the player does resort to killing their enemies.
Our story is a work in progress, just like the rest of the game, but we've got the big-picture plot figured out, at least.
In Fractured Crown
, a centuries-old empire is threatened by the resurgence of an ancient enemy. Armies of demons are laying siege to the empire’s cities. They aren’t acting on their own, though; demons who leave the Underworld die without support from human summoners. People are helping them, and those people are organized enough that they must have a leader.
You control a squad of specialists, the best in their respective fields. Their goal is to uncover the conspiracy’s leader, and find a way to stop the invasion.Who We Are
We’re Dimension Ten, a four-person indie game studio. I’m Michael Cambata, and am working with Haren Lalchand, Brian Folley, and Jeremy Thevenot.
All four of us are collaborating on design. Aside from that, Brian and I are programmers, Jeremy is our artist, and Haren is handling our website.Current Status
We’re still early in development, but we’re moving along at a good pace. Our basic systems for combat, exploration, and cinematics are mostly finished. In the coming months we’ll need to refine these systems, connect them together, and add content to them.
And of course, we need to plan each of the game’s fights, which actions are tracked in each one, and how they’re affected by the decisions from earlier battles.
We’ll be updating this thread, and our website, as we go along.