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Daniel Solomon and the Temple of Fnah (Working Title)

What's up guys, got a Concept here I wouldn't mind some feedback on for a possible project. So over Christmas I bought a book containing a large collection of stories by H.P Lovecraft (google him if you don't know who that is) and one story (Under the Pyramids) in particular that gave me a piece of inspiration that I've gone on to develop slightly and I was wondering if I could get some feedback.
So:

Daniel Solomon and the Temple of Fnah (Working Title)
The game is set in a world not so dissimilar to the 1930s of our time and takes place in a country strikingly similar to Egypt and the player is in control of Daniel Solomon.

Daniel Solomon is a world reknowned travelling Escapist who finds himself performing in an Arabian city, accompanied by his wife Diana, the two spend their leisure time visiting the mysterious temples of the countries' ancient religious leaders - not unlike every other tourist who visits the country. However, one evening Daniel decides to take a brisk walk through the city to unwind after a particularly challenging performance. Unfortunately, Daniel gets kidnapped by several local thugs and brought to a back-alley Church (or place of worship) where in he is introduced to a priest who states that Daniel's magic is an insult to the countries' mysterious lineage and if he is so great then he will have no problems obtaining freedom after what the thugs are going to put him through. He is promptly tied up, blindfolded and gagged and carried off.

Daniel awakes inside what he later learns is one of the shaft entrances to the underbelly of the Temple of Fnah, a mysterious and - some say - evil place that hasn't been disturbed in hundreds of years.

Gameplay Style
The game is going to be a mystery/puzzle game, wherein the player must solve challenges to progress through the temple with the ultimate goal being to get out. However who knows what lurks beneath the ancient temple and what horrors took place there?
The game will have an emphasis on the puzzle mechanics and will either have few or no combat present.


So that's where I'm at currently - I'm just roughing out the temple and thinking of some interesting puzzles and whatnot to use.

So any feedback would be great, I'd also like any views - if possible - on use of combat? I haven't planned for any thus far and I don't think I really need any for it to be an interesting game as long as the puzzles remain engaging.
 
I don't see many puzzle games around here, (although I don't really look around this forum much) so this might stand out a bit, if it's good. Anyways, I don't really see a need for combat either. You could use an ABS for puzzle mechanics (e.g. He finds a bow to fire at distant switches), but would that be considered combat? Or you could make it so that in the end he needs to kill the priest to get out, and then the priest turns into a big ugly monster that you have to kill. I'm just joking about that. Which software are you using to make it, and what plans do you have for the graphics?
 
Cheers for the reply, I'll likely be using RMXP as it's what I'm familiar with, one of my flatmates is pretty handy with Game Maker but I think for what I want to do it would be easier for me to stick with XP.
Yeah, I was thinking about having an ABS mechanic in there for a few puzzles that I've been jotting down but it doesn't really constitute as Combat. I don't think combat itself would be necessary due to the character and the setting if you get me - though I had considered a possibility of a bit of fighting towards the end of the game but I try not to look too far forward when it comes to those sorts of thing.

Graphics wise I've started gathering some reference images to begin tilesets and whatnot, I'm still undecided about the style but I think I might end up opting for the standard RTP style due it's ease (I'm a University student so I'm really working on this in between 3 group projects and all sorts of other work) but the sprites still retain a decent level of detail.
 

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