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Puzzle/RPG Flash Game

So I’ve decided to make a game with Flash, and see how it goes. I enjoyed scripting extra things in RMXP so much that I wanted a go at scripting everything about a game from scratch. The basic concept for this game is based on the Ancient Cave, a side quest in Lufia II. The Ancient Cave provides hours of gameplay that was completely separate from the main quest, and was so much fun on its own that I thought it could make a great concept for a game on its own. To keep the game simple, the battles are going to be one-on-one, with only one hero, and battles will be fought directly on the map screen; there is no separate battle screen. This will be very much like a very old puzzle/RPG game widely available for pc download called Tower of the Sorcerer. Tower of the Sorcerer is a very simple game, but is still very enjoyable due to the strategy involved. Based on these concepts, the primary focus of this game is on gameplay.

Gameplay
Map Design
Maps are 11x11 grids, with strategically placed treasures being guarded by monsters. The treasures themselves will be randomly generated every time, and may be treasure chests with items or equipment or maybe gold, stat gems, or possibly hp/mp restore points. Maybe even keys if I decide to implement locked doors. The enemies are also randomly generated, and the type of enemy or treasure will be based on how deep into the dungeon the player is, with stronger enemies and better equipment available at deeper floors. The positions of enemies and treasures, and map design will not be random, however. Enemies will be strategically placed, guarding treasure, and stationary. It will be up to the player to decide if the health lost fighting that monster is worth the item in the chest behind it, or maybe the +1 strength from the strength gem behind it.

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Battles
Battles will be one-on-one, with both the hero and monster attacking automatically. Thus, the player could kill an enemy by just walking into it and not touching anything until the enemy is dead. This is how the battles are in Tower of the Sorcerer, but I’m adding the option to use items or magic in battle, with a little cast time based on the spell or item. Attacking speed will be based on agility, also, so attacks won’t be just equally back and forth if one fighter has a higher agility.

Of course if hp = 0 at any time, it’s game over, and any special treasures found during that expedition will be lost, and the player will have to restart the cave at floor 1. Special treasures discussed in next section.

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Floors, Escape Item, Special Treasures
This is what made the Ancient Cave in Lufia II so immensely enjoyable.
There will be 100 floors. There will be stairs going down, but none going up, only allowing the player to go deeper. Each time the player enters the dungeon, the level of the hero starts back at 1. After a certain floor, probably low, maybe 5 or 10, the player will be able to find an Escape Item in a chest (name not thought of yet, Escape Feather or Wings or something…). When this item is used, the player is warped back out of the dungeon, but upon reentry will still have all of the “special treasures” found from previous expeditions into the cave. Say the player found the “Rocksmasher” sword (which was a “special” treasure) on floor 57 and used the escape item, the next time they entered the cave, they would start with the Rocksmasher, making the first few floors quite a bit easier. This would give the player an extra edge, allowing them to push even deeper this time, even past floor 57, and this would repeat until the player’s equipment was strong enough to make it to floor 100.

Whenever the player uses the escape item while holding some special treasures, these treasures will be kept forever. If they die during the next expedition, they lose only the treasures found that time. Basically, if you die, it’s like that expedition never happened. Harsh, but it all depends on how much risk the player is willing to take.

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Merchants and the Shop
Perhaps every 20th floor would become a shop, and probably a few freebie treasures. Gold acquired from enemies or chests throughout the dungeon can be used to buy supplies from these merchants, who will sell basic equipment and items relative to the floor they are on. Prices may change as well. Items can be sold also. One thing I’m sure on, is that healing potions will be very rare and expensive. This is so that the player will be forced to make those decisions of if the health lost from fighting an enemy will be worth the treasure behind it (plus exp and gold gained from the monster itself). Same for healing spells, of which will be very rare themselves, and will require a lot of MP, and ethers will be rare and expensive.

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Equipment
I want to have a large variety of equipment, so the game will stay interesting through many expeditions, as the player will still be finding new items. That’s why there will be a slot for weapon, helmet, body armor, leg armor, gauntlets, offhand (shield or otherwise), boots, two ring slots, and a charm slot. The rings and charms may do odd things like increase gold or exp earned from enemies, half mp consumption, decrease item cast time, etc. Every piece of equipment may increase attack, defense, intelligence (magic power), agility, or elemental attack or defense.

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Achievements
I plan to make an achievements page with the game as well, just to give the player an extra reward. Something like “50th floor reached” or “Attack Stat >= 200.” These seem to be pretty popular in flash games. There will also be unique items, that when found, will reveal a certain aspect of monsters in you click on them before fighting them. One item may show their hp, another their defense, etc. These will also be "special," so you get to keep them. These unique items will end up having something to do with the story.

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Other important notes
Each attack’s damage will be slightly varied, say plus or minus 5 or 10%, to prevent the player from simply calculating precisely whether they would survive the battle or not.

After great special items are found, the first few floors may be a bit more boring now that the player is so much stronger, but will definitely go quicker, as each enemy will probably just take one hit or two to kill.

Enemies on deeper floors will be intentionally made to be too hard to beat on the first run. Ideally, I want the player to progressively make deeper runs before having enough special equipment to allow them to make it to the end.

There will be a “Save and Quit” option only. This will save the game exactly where the player is at, and upon load, the file will be deleted. This will allow the player to save and take breaks from playing whenever, but prevent them from cheating by saving before a tough enemy and loading their game back if they die.

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Story
I need to think of one. Haha. I've just been thinking of gameplay so far. Basically, the ultimate goal is to defeat the ultimate evil that lurks on floor 100. It will be linked to those special items that allow the player to see monster’s stats. Bits and pieces of the story will be revealed as the player travels deeper into the dungeon. Those mysterious merchants that appear on certain floors may be tied into the story. As for specific details, I haven’t thought of them. It doesn’t impede development progress like a normal RPG, however. I have so much of the gameplay to script and icons and animations to design that I will be busy for quite a while before I begin on implementing the story.

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Characters
Well there’s the main hero, but as with the story, he has no background as of now. I may even have an option at the beginning to choose the sex, for those that want to use a female hero. Maybe base statistics would be different. Or customizable base stats upon hero creation.

There’s also the evil force at work on floor 100 as a character, and those merchants who have decided to set up shop in a very odd dungeon.

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Screenshots
screen2uz.png

Added a few treasures and monsters (just have one graphic at the moment)

Well, if you’ve read all of that, thanks a lot, and feel free to give any comments and criticisms on anything you see. If you just skimmed, feel free to comment on what you skimmed. I know that it’s a lot of text and not a lot of pretty pictures to look at.
 
The closest thing to this that I've played was the side dungeon in FFX-2. The difference was that the maps were bigger and had random battles. Because of that, there were warp points every 20 floors but you have to beat the boss of that floor first.
The floors started out as simple corridors, but as you got deeper you had to touch special tiles to open the path, avoid field monsters ect...

As for the story; I really like games with story lines that parallel each other. So the male character has a different story then the female character, but they cross paths on certain floors.
 
What a creative idea!
A this kind of spin-off should work, I think.

Creating a full game from scratch is difficult, and finishing this would be amazing. I hope to see this completed!

I think that a game like this might need a much more thicker gameplay than story --- seeing as it's based off of a sidequest, and with the info you've already give, it puts the thought of a strategy game in my head (although it isn't)

I also agree with CoyoteCraft on the parallel stories idea (I'm starting to think pokemon here)
You could have two completely different games for each gender, but they connect, since they meet on certain floors.

Merchants, eh? Unique antagonists, they would be. Maybe that's a good way to put them into play...

Could you give more information on the battle system - I'm confused. Is it on the maps, side view, ect? Any other information you could give would be nice.

Starting over from the beginning of the game O,O What? No... Maybe if you included different difficulties:

Easy: Easy battles, checkpoints every few levels (every 5?)
Medium: Normal battles, fewer checkpoints
Hard: Difficult battles, more treasures, no checkpoints

:)

So...? That's all I could really critique from what you have. I'll check in every so often, put in a few words here and there. Don't give up!
-abreaction
 
New screenshot uploaded:

screen2uz.png

This one's got a hud, and shows a scene from a battle I'm testing.

Yes, gameplay is the main focus here. The Ancient Cave was fun and there was basically no story involved.

Battles are fought directly on the map. Basically the hero and enemy sprites change to their battle sprites with attack animations, and begin trading licks based on agility. It's supposed to be quick battles. A hard battle with a strong enemy where you may have to heal or something may reach 15 to 20 seconds. These little green goos should just take a few swings, so about 5 seconds or so.

I have the hero's attack and goo's attack animations done. Here's some animated gifs next to each other. Note that in-game the positions and the timing will be a little different, as they move toward one another as they attack, and there will be damage pop of course.

heroattack.gif
gooattack.gif


Starting over from the beginning is the key aspect to this type of game. It's not a typical RPG. If you wanted to be technical, I would call it something like a puzzle/strategy game with RPG elements. And it's not like playing the same stuff over. Treasures and monsters are random, and you keep certain items, and are stronger each time you re-enter, assuming you used the Escape item and kept your special items. It may not sound fun in words, but it's the same concept as the Ancient Cave which is very fun, much longer, and with no save option for breaks.
 
To be honest, your project looks very nice so far; I can't wait to see this finished.
I always like retro/dungeon crawlers, and the fact that the game looks 16-bit makes it really charming.
Also, the way the difficulty is set up seems a bit unfair...this might look like a really hard game for some people; may I suggest a "second chance" system (continues, but they be extremely rare, making the player think of when to use them or just give up and select Restart) or a password system where they may receive passwords for completing every 10th floor or so. You could also create a Main Mode and a Zen Mode. Main Mode is your normal style of gameplay..while in Zen Mode, the normal concepts of game over and death do not apply, but it made up for the lack of treasures and gold or very little of them. Also, the merchants remind of Charlieton who would appear in the Pit of Trials in PM:TTYD. Even though his prices where very harsh, sometimes you had to buy an overpriced Ultra Shroom just to get by in the dungeon.
 

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