UPDATED - 9/11/2009
This is a game idea I've been enthusiastic about and has only grown since I was...probably about 14. That was 12 years ago. To reiterate, I've been drawing and writing ideas for games I've had ever since I was 5. For something to stick with me that long shows you how important it is to me, but I'm definitely wanting constructive criticism here. Anyway, here goes...
Progress so far
- Chapter 1's story is in the completion stages. I already know approximately what I want to have happen. I've already begun thinking about Chapter 2.
- Mapping for the residential quarter and all domiciles therein is complete and has been rigorously tested.
- Mapping for the hydroponic gardens and all domiciles therein is complete and has been rigorously tested.
- I have added various effects such as bleeding, ablaze, frozen, and more.
- I have added various elements such as pierce, blunt, physical, mental, psychic, holistic, scientific, gunplay, and more.
- I have added the ability to level most skills to level 3. After level 3, your experience is collected, but unused for the techniques until you have "earned" your right to the next tier, which will be worked out in chapter 2.
- You can work out at workout centers to improve Daniel as you see fit. I also have it set up to where you will eventually beef up your styles by doing this, though I'm still researching a way to just improve the style by using it instead, so this is more of a temporary feature.
- You're able to leaf through books on book cases to increase EXP for certain skills and learn new support skills.
- You can recruit people within the first chapter are dependent upon whether or not you win a certain fight. The dungeon you face after the Hydroponic Gardens is affected by this as well, meaning there's multiple pathways and unique dialogue options depending on performance in a variety of ways.
- Development of the Old Armory is underway.
- Development has not begun on the Sewers or Upper Levels, but that's pretty much all that's left for the chapter.
Feature-wise, there's still a lot that needs done. Plot-wise, I'm ahead of schedule. Once the first chapter is done, I plan to release a "full" demo.
New demo available! Last update - 9/11/2009
File 1
File 2
Please keep in mind that this is a very VERY early build, but I at least wanted you guys to see what I was up to. B)
This is a game idea I've been enthusiastic about and has only grown since I was...probably about 14. That was 12 years ago. To reiterate, I've been drawing and writing ideas for games I've had ever since I was 5. For something to stick with me that long shows you how important it is to me, but I'm definitely wanting constructive criticism here. Anyway, here goes...
This is actually set up to be a 5 book series with this plot centering around the 3rd book. That sounds a little involved, but not really when you consider the 1st book details a 100 year war (World War 3) which takes place from 2058 - 2158 AD involving struggle for power over a rare element that eventually leads to mutant standoff and finally finishes up with mutants turning on their masters, almost completely obliterating the human race. The 2nd book centers around the first gun sage which, while an interesting topic in and of itself, is not a very long book. I was thinking maybe these books could be done as turn-based strategies with multiple scenarios and such, if the first game takes off.
ANYWAY :P ...after WW3, there was a brief period of anarchy that led to the creation of the New World Government, or NWG. The original purpose of the NWG was to drive the mutants away from towns and act as a temporary form of government while the world slowly regenerated. Unfortunately, this intent turned sour quite quick and they became corrupt. However, they were unchallengeable as they had assumed complete control of cloning technology and with it, super soldier technology. After several failed uprisings, in 2175 AD the NWG had assumed almost complete control and began scouring the planet for any potential threats to their power.
They stumble upon a military base long forgotten: The Upper Himalayan Military Base, where testing was done during the war to find a common weakness in the mutants. As a side note, the first gun sage sacrificed his life in a final standoff against the mutants to bring civilians and soldiers alike from a ruined military base near the base of the mountain up to the UHM Base back in 2158. We switch to our main character, Daniel, a 17 year old underachiever who aspires to be a gun sage only because his father is acting captain of the gun sages which is about the only reason he gets away with his attitude about classwork.
What attitude? Well, when the game starts, he's sleeping, yet again, through class and is held after for detention. The game deliberately starts slow, but immediately picks up when the NWG storms the front and Daniel gets caught up in the ensuing fight. Overwhelmed, Daniel makes a break for it. Depending on who you've befriended, certain classmates will join and others you will find, often dead or dying at the hands of the NWG soldiers. I've done this to deliberately establish character in those that you meet, complete with plenty of interactions and possible side missions well before the assault, then RIP it all away from the player to show them that ANYTHING can happen.
All in all, the first chapter alone is chock full of trauma, eventually leading up to Daniel pursuing the NWG forces on a quest for revenge. Along the way he'll learn what it really means to be a gun sage and mature as both a man and a true gun sage. He will develop love interests and lose some of them, yet again, at the hands of the NWG as a constant reminder that they're not going to go away and he must focus on them at all times. A lot of the game revolves, therefore, around revealing the NWG for what they are and starting successful revolutions to route their forces from an area and establish militias to keep them out.
ANYWAY :P ...after WW3, there was a brief period of anarchy that led to the creation of the New World Government, or NWG. The original purpose of the NWG was to drive the mutants away from towns and act as a temporary form of government while the world slowly regenerated. Unfortunately, this intent turned sour quite quick and they became corrupt. However, they were unchallengeable as they had assumed complete control of cloning technology and with it, super soldier technology. After several failed uprisings, in 2175 AD the NWG had assumed almost complete control and began scouring the planet for any potential threats to their power.
They stumble upon a military base long forgotten: The Upper Himalayan Military Base, where testing was done during the war to find a common weakness in the mutants. As a side note, the first gun sage sacrificed his life in a final standoff against the mutants to bring civilians and soldiers alike from a ruined military base near the base of the mountain up to the UHM Base back in 2158. We switch to our main character, Daniel, a 17 year old underachiever who aspires to be a gun sage only because his father is acting captain of the gun sages which is about the only reason he gets away with his attitude about classwork.
What attitude? Well, when the game starts, he's sleeping, yet again, through class and is held after for detention. The game deliberately starts slow, but immediately picks up when the NWG storms the front and Daniel gets caught up in the ensuing fight. Overwhelmed, Daniel makes a break for it. Depending on who you've befriended, certain classmates will join and others you will find, often dead or dying at the hands of the NWG soldiers. I've done this to deliberately establish character in those that you meet, complete with plenty of interactions and possible side missions well before the assault, then RIP it all away from the player to show them that ANYTHING can happen.
All in all, the first chapter alone is chock full of trauma, eventually leading up to Daniel pursuing the NWG forces on a quest for revenge. Along the way he'll learn what it really means to be a gun sage and mature as both a man and a true gun sage. He will develop love interests and lose some of them, yet again, at the hands of the NWG as a constant reminder that they're not going to go away and he must focus on them at all times. A lot of the game revolves, therefore, around revealing the NWG for what they are and starting successful revolutions to route their forces from an area and establish militias to keep them out.
With an ambitious story must come ambitious ideas for the engine. There are easily hundreds of things I want to do to modify the engine. Among my ideas are hacking, wall running, interrogation scenes, developing militias via a sim-like system, safe havens, workout centers, libraries, dojos, branching skill trees, skills that build by using them, crossover skills, various fighting styles that promote different skills, different types of guns that promote different skills, the ability to create weapons, a Dark Cloud-like weapon upgrade system, and probably a whole lot else that I can't quite remember right now.
The most important philosophy that I want to have I'm not sure RPG Maker XP can satisfy, but I'm willing to give it a shot...
"What you do is who you are."
A simple philosophy, really. If you punch, you get better at punching, sure. However, the arm you used to punch gets better at punching. The muscles used for the punching get better. The different support skills and stats that are applied to the punch also get better. The idea is that anytime you do something, a lot of factors come into play, but often only one of those factors (maybe) gets rewarded. That's not very realistic. Say I punched a punching bag for an hour. Yeah, I'd understand punching a little better, but a lot went into that, so there's a bit of crossover as well.
I'm hoping that through crossover skills, a lot will be achieved. An idea of a crossover skill is this...
1. Within the aikido stance, you learn the reversal support skill which, while equipped with said stance, allows for a higher amount of countering.
2. Within the boxing stance, you learn the triple punch technique. It's a basic combo that's basically three punches in rapid succession.
3. After getting the reversal support skill up to level 2 and triple punch up to level 5, counter punch is learned.
4. Counter punch is a boxing only support skill that enhances the countering abilities within the boxing stance that counters with a single punch.
The idea is if you were just working on the boxing stance, you'd learn just the boxing stuff. If you were working on the aikido stance, you'd only learn aikido stuff. However, if you learn a little of both, you'll get certain skills, both support and technical, that you wouldn't normally get. Anyway, I realize I'm rambling a bit here, but what do you guys think so far? Interesting or same ol, same ol?
The most important philosophy that I want to have I'm not sure RPG Maker XP can satisfy, but I'm willing to give it a shot...
"What you do is who you are."
A simple philosophy, really. If you punch, you get better at punching, sure. However, the arm you used to punch gets better at punching. The muscles used for the punching get better. The different support skills and stats that are applied to the punch also get better. The idea is that anytime you do something, a lot of factors come into play, but often only one of those factors (maybe) gets rewarded. That's not very realistic. Say I punched a punching bag for an hour. Yeah, I'd understand punching a little better, but a lot went into that, so there's a bit of crossover as well.
I'm hoping that through crossover skills, a lot will be achieved. An idea of a crossover skill is this...
1. Within the aikido stance, you learn the reversal support skill which, while equipped with said stance, allows for a higher amount of countering.
2. Within the boxing stance, you learn the triple punch technique. It's a basic combo that's basically three punches in rapid succession.
3. After getting the reversal support skill up to level 2 and triple punch up to level 5, counter punch is learned.
4. Counter punch is a boxing only support skill that enhances the countering abilities within the boxing stance that counters with a single punch.
The idea is if you were just working on the boxing stance, you'd learn just the boxing stuff. If you were working on the aikido stance, you'd only learn aikido stuff. However, if you learn a little of both, you'll get certain skills, both support and technical, that you wouldn't normally get. Anyway, I realize I'm rambling a bit here, but what do you guys think so far? Interesting or same ol, same ol?
Progress so far
- Chapter 1's story is in the completion stages. I already know approximately what I want to have happen. I've already begun thinking about Chapter 2.
- Mapping for the residential quarter and all domiciles therein is complete and has been rigorously tested.
- Mapping for the hydroponic gardens and all domiciles therein is complete and has been rigorously tested.
- I have added various effects such as bleeding, ablaze, frozen, and more.
- I have added various elements such as pierce, blunt, physical, mental, psychic, holistic, scientific, gunplay, and more.
- I have added the ability to level most skills to level 3. After level 3, your experience is collected, but unused for the techniques until you have "earned" your right to the next tier, which will be worked out in chapter 2.
- You can work out at workout centers to improve Daniel as you see fit. I also have it set up to where you will eventually beef up your styles by doing this, though I'm still researching a way to just improve the style by using it instead, so this is more of a temporary feature.
- You're able to leaf through books on book cases to increase EXP for certain skills and learn new support skills.
- You can recruit people within the first chapter are dependent upon whether or not you win a certain fight. The dungeon you face after the Hydroponic Gardens is affected by this as well, meaning there's multiple pathways and unique dialogue options depending on performance in a variety of ways.
- Development of the Old Armory is underway.
- Development has not begun on the Sewers or Upper Levels, but that's pretty much all that's left for the chapter.
Feature-wise, there's still a lot that needs done. Plot-wise, I'm ahead of schedule. Once the first chapter is done, I plan to release a "full" demo.
New demo available! Last update - 9/11/2009
File 1
File 2
Please keep in mind that this is a very VERY early build, but I at least wanted you guys to see what I was up to. B)