Inspired by some of the posts in this topic (
http://forums.tigsource.com/index.php?topic=30201.0) I’ve decided to start work on my first RPG and wondered if anyone wanted to help me out with programing and character sprites.
Before people get scared off by the fact that I’m starting an RPG (we all know how many of them get finished) this game will have relatively few RPG style elements to it.
• There will be no levels and no grinding, although you will have a selection of team members to pick from.
• There will be no random encounters just a selection of pre-set battles and bosses that need to be defeated.
• Battles are kept simple with you only having access to attack, magic, skills and items. Stats will be simple as well with HP, MP, Strength, Defence, Magic, and Magic Defence.
• The game itself will be set up like megaman. From the starting town you get to decide which path to take, battle a few monsters followed by a boss and then back to the town to start on the next quest. Storyline and scope will be kept to a minimum to help speed up production so it actually gets finished in a reasonable amount of time.
Now after hearing that list of restrictions I expect a lot of people are wondering what makes the game unique and interesting to play…?
Firstly all characters within the town can be recruited into your team of 3 and switched in and out before taking on a quest. With no levelling up or new abilities for people to learn you have to pick your team carefully and make sure your team are fit for the challenge. Some might be stronger than others but some obscure characters might have access to unique skills.
But secondly, and most importantly, all party members are vulnerable to permanent status aliments.
When being attacked as well as simply losing health a body part will be randomly assigned to take the damage and fill up a gauge on the stats screen. This gauge can’t be lowered or protected and when it’s full you gain one permanent status aliment and the gauge is reset to start filling up again.
• Get hit in the head too often and your magic ability will drop, keep taking damage and concussion may lead to you forgetting a spell.
• Damaging a leg might make you attack slower.
• Being killed by fire too often can lead to a pathological fear of fire and will take double damage from then on.
• Use heath potions too often and they lose effectiveness, or worse you get addicted.
• Spending too long dead before being revived might lead to brain damage making that party member not follow orders properly.
• In serious cases thing can even lead to permanent death.
I have plenty more ideas for this, some a simple lowering of stats and others more complex emotional changes to the character. Imagine trying to lead a team with a ‘Strength potion’ addicted, one armed knight with a God complex. An all-powerful wizard that’s forgotten half of his spells and suffers from narcolepsy. And a thief with a fear of fire and water.
The idea is that as the game progresses your small village of characters become physically and emotionally damaged as you switch useless characters out and force broken party members past what they should have to endure just because they still have that one good skill.
I guess there is no real winner, you just have to destroy the final boss before everyone dies…depressing? Yes. Interesting concept? I hope so.
As I mentioned above I would need help with the programing because I’m not very technically minded and the scope and size of the game can be determined by whoever ends up helping (although I want to keep it small at first, maybe 4-5 quests).
As for art I can manage most of that myself, you can check out my pixel art page here..
http://www.facebook.com/matwekpixelThe only other thing I would need help with is basic sound effects/music and character/enemy sprites (I’m more of a tile artist).
I have a few other jobs on the go at the moment so this wouldn’t be a top priority but I think it will be a fun little side project with no pressure.
My email is matwek(at)Hotmail(dot)com