64D RPG (overview #01)

Posted by firestormx on March 27, 2012, 12:43 p.m.

The whole goal of the RPG is to be a casual co-op RPG game, that is more about going on quests together (without getting into complicated MMORPG type parties), than PVP - though PVP is definitely possible.

The game will be lobby-based, so when you want to play, you create a lobby, and begin the mission from there. You can play on your own, or wait for people to join your lobby. In the lobby, you can choose a type of mission to play, the number of players, and the difficulty, and then it generates a random dungeon when the host clicks "start".

Quests will be things like "get to the end of the dungeon and slay the dragon", "find the mystical piece of wood", "rescue the princess", etc.

When the game starts, the players will be shown a top-down view of the first room of the dungeon, with doors/stairs/trapdoors/ladders/etc to move to another room, and things in the environment to interact with (chests, things to read, windows to look out of, etc) to help them with the quest, or to just give them loot. The rooms won't be huge, but still fairly large. The players move around as an actual graphic on screen (like a multiplayer pokemon or something) via ajax, so all players can see each other moving around the room. When someone walks into a door, it takes them to the next room (others can follow, or they can split up).

The fighting will be turn based (like the old RPG) and activated by walking around with random events. Ie for every step, there's a random chance of a battle starting.

When a battle starts, the player who activated the battle will be the only one fighting, and their animation in the room will change to one with a battle. Others can come and help the battle if they wish (or if the player requests) by just walking up and touching the other player. They will then join the battle on the next turn.

The turns will be in real time, in the sense that when a fight starts, the player can wait to take his turn until all the other team members have joined him (though they won't join the fight until the next turn – this helps prevent newbies from tackling hard dungeons to level up fast)

I wrote this in 15 minutes at work at the tail of my lunch break, so I can't put much detail into the whole thing, but that's the basis of the quest-based game play part. Battling is pretty self explanatory, but I'll have to write more detail on it later, of course. When I write more later tonight, I'll put it up. Hopefully I'll be able to do a mock up and stuff tonight, and more detailed technical specs.

Oh, and Chiken already wants to help, and if anyone else wants to help too, I'd be more than happy to have you do all the hard work. =D

This will need graphics, especially.

Comments

Moikle 12 years, 8 months ago

What will it be made in?

I can help with particle effects if it is in GM, if not, then I can give you designs for them instead.

I also tend to be quite good at coming up with gameplay mechanics.

poultry 12 years, 8 months ago

HTML5.

leemcd56 12 years, 8 months ago

^

firestormx 12 years, 8 months ago

It'll probably be more like HTML3, since that's the only reference book I have.

JuurianChi 12 years, 8 months ago

Quote:
It'll probably be more like HTML3, since that's the only reference book I have.
Yes.

But you also have internet.

firestormx 12 years, 8 months ago

I just threw out a reference book about the internet written in 1994.

Taizen Chisou 12 years, 8 months ago

Um.

What's that?

poultry 12 years, 8 months ago

Mostly JavaScript, Rob :3

firestormx 12 years, 8 months ago

Which is similar to tripod.

JuurianChi 12 years, 8 months ago

And actually better than Freewebs.