I'm working on a turn-based RPG, just to combine some of the things I like doing (learning, writing, pixeling). I've spent the last few days editing my design documents (they're huge
), so I thought I'd start posting some of it.
I'm aiming for concise dialogue and fairly simple gameplay. It won't have leveling up, equippable items (apart from a very limited number of weapons for self defense), or long battles. The most elaborate elements will be the conversation and crafting systems. The conversation system (story, trading, assignments, reputation) should be kept fairly simple structurally. All minerals, herbs and recipes in the game will be factual. Alchemy will evolve into chemistry.
If you're a programmer and want to help, I'd appreciate it.
A mockup showing the graphics style I'm going for. No animations apart from a few effects here and there to indicate changes in inventory and such. I still need to figure out what to put next to reagent search under the player terrain portrait.
BackstoryHere's a condensed version of the world history. I've omitted the details surrounding the portal war, since I got tired of shortening it. I might post the rest later.
A scientific experiment brought "the energy" into the world. This energy transformed a group of humans into godlike beings who named themselves the Annáhi. The Annáhi split into two groups. The Dianéa wanted their relation with humanity to be peaceful and non-religious, whereas the Ademáhi claimed to be divine messengers. Contrary to the Ademáhian claims of divinity, it soon became known that the Annáhi could die of old age. Consequently, their following dwindled.
The Ademáhi responded by slaughtering followers of the Dianéa, who went to war against the Ademáhi. The Annáhi had learned to use their powers to annihilate each other. Everything caught in the crossfire was also destroyed. Vast regions were laid barren, and millions died before the last Ademáhi fell.
The Dianéan victors settled on the island of Andrica. They feared the world would not survive another Annáhian war, and wanted to prevent the reinvention of the energy gate. They banned any knowledge or possession of technology younger than a thousand years. Religious texts were also destroyed. Their powers allowed the Annáhi to curb the human anger, and their ability to relieve fear made people more willing to abandon their technology and religious beliefs.
The Annáhi feared that a new generation of Annáhi could betray them and bring back the Annáhian Ademáhi. They allowed themselves to breed with humans, however. The Annáhian powers were consequently diluted. The children of Annáhi and humans were named the Nahédi.
As the Ademáhian language had died with the Annáhian Ademáhi, the Annáhian Dianéa did not destroy the Ademáhian texts. Valan, a young Nahédi, deciphered these texts and gave rise to the Nahédian Ademáhi.
The Annáhi discovered how to open portals allowing for instant travel between towns. Portal construction consumed time and resources, and the number of Annáhi was decreasing. Eventually, it became too difficult for the remaining Annáhi to add more destinations to the portal hub.
After the death of the last Annáhi, controlling fear and anger was in the hands of the Nahédian Dianéa. The Ademáhi seized the chance to strike. This marked the beginning of the portal war.
The storylineThe storyline consists of the world's storyline and the player character's storyline.
The portal war, the world's storyline, affects the world visibly. The player character is not involved in the conflict, which means that it'll progress regardless of the player's actions. The details regarding these events will be shared with the player through conversations with NPCs.
Winter Riley, the player character, is a human and an alchemist's apprentice. Alden Atwell, her master, is obsessed with knowledge found in old books. Winter will be sent to gather these books, along with ingredients for Alden's experiments. They'll find ways to discover the effects and applications of the chemicals they discover (for instance, by experimenting on the poor?).
The worldThe world will be fairly limited in size, and there will only be a handful of wild species.
The world map so far. A rough estimate of the game world to the right, shown at about 1/3 of the actual size, where one pixel is one tile. Portals are marked with cyan.
Travel via portals is instant, and each portal will take the player to any other portal. The player will also have an amulet, which can be used at any time for summoning to a predetermined portal.
The map will be divided into three detail levels, with separate maps for towns and houses. One tile in the world map will correspond to nine town tiles, and one town tile will correspond to nine house tiles. Travel across the world map will seem shorter to the player, but more time will pass per turn.
InhabitantsHumans are the least powerful of the inhabitants. They benefit more from stimulants, but are more prone to addiction. They're also more vulnerable to neurotoxins. Humans are in some ways more free than the other races. As they are more numerous, only a fraction of humans are required to enlist.
Nahédi possess the power to manipulate the minds of other creatures, amplifying or dampening emotions. As the energy can fully regenerate their bodies, the Nahédi are invulnerable, but die from old age. Neutral Nahédi have faint white auras.
Nahédian Dianéa are Nahédi who enhance their sense of empathy to aid humans. They believe censorship is for the good of humanity. The Dianéa have brilliant white auras.
A concept sketch of a Nahédian Dianéa.
Nahédian Ademáhi are Nahédi who suppress their sense of empathy to better use their powers as a weapon. The Ademáhi have dark blue auras.
Naváni are the children of Nahédi and humans.
Naváni resurrectionists can restore the bodies of the recently dead.
Naváni summoners can summon creatures through a town portal. They sell amulets to summon people on request or upon death, after which resurrectionists will resurrect them. There's a great demand for Naváni soldiers, which means that their training must be swift. Humans are resurrected with reduced cognitive function and altered creatures are left roaming populated areas. For these reasons, Naváni are not popular among humans. Their auras are visible around their heads.
Altered creatures lack the mental capacity to manipulate the energy. As animals and plants can't modify the energy, the energy modifies them.
FactionsThe Covenant is an alliance between the Dianéa, Naváni and humans.
The Crown is an alliance between the Ademáhi, Naváni and humans. They offer freedom of religion and technology.
The Iron Wing is a group of Ademáhi opposed to the alliance with humans and Naváni
GameplayThe player inventory is somewhat limited, but items can also be stored in cabinets, etc.
Herbs and minerals will only be visible with knowledge gained by talking to people or reading books, unless you're buying them from a merchant. Minerals can be sold to make money, which can be used to buy other items instead of gathering them.
Winter's journal will keep track of conversations, known herbs and minerals, recipes, and other relevant information.
The attributes will generally range from 1 to 10.
Health indicates overall physical condition.
Energy is an attribute of Naváni and Nahédi.
Concentration is required to follow recipes.
Fortitude reduces anxiety.
Sensitivity increases pain.
Pain effects vary with level.
Anxiety reduces concentration. Additional effects vary with level.
Let me know if there's something you'd like me to elaborate on.