konbick wrote:Here are some further thoughts that I am partly having for a while now:
I'd like to see some features in the game that I know from other rpgs I have played in my life to be quite interesting.
1) I would like to see some little chest or similar in the game that give random loot. And it should really be random and therefore hard to get something good out of the chests. So what do I mean with "something good"? I have this idea of getting an item (with a very low chance) that influences the character and therefore the story line. This game should not be just playable linear but depending on these "something good" you should be able to go different ways and routes that wouldn't have possible otherwise. These "something good"(s) f.e. could be jewels that give a certain ability to the player (flying, swimming, to be invisible for a short time, etc).
Summarizing: I imagine for the game to offer a few possible ways to complete it with most of the ways requiring certain abilities won through rare loot from chests or similar.2) As for the story: I would need to know what enemies are needed. Right now the player carries a sword and thats why I have these roguelike enemies in my head (sword&sorceress) that fight wird sword and arrows (and finally some fine blades
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Other than that I am fine for keeping the story a secret for now. But also Sorunome is right, we might need second opinions on that and some refinement.
3) @Sorunome I am not handling the event of a tree being between the player and enemy as of now. But I have ideas how to manage that. I will get back to you when I need your help
(1) I hear you. I like the idea of a few hidden powerups throughout the game, but not just as powerups for battle. See, the concept of the game that I have is that you do favors for people, they give you items you can combine for a new gadget you need to complete the level, or collect another, more important favor. Which would give you a permanent gadget you can use as a weapon, or reach previously unreachable places. So, a powerup could get you to normally impossible to reach areas in the game where you have one shot to win some game-changing alternate weapon in a minigame. (Like in SMB3 but for weapons)
(2) Although I originally had a very generic fantasy going on before, things have changed a lot since then, and the game no longer takes place in the past, with ancient mysticness and all that. It is in the present, in a parallel universe, with superior technology. You are fighting evil construction workers in an enormous park, with enough space for small towns. So yeah, they have... construction tools as weapons, you know? The bosses will, until the final one, be workers in large construction machines. Protagonist still carries a sword, but it's more of a chunk of sharp metal he picked up at the beginning of the game (Gets upgraded over time of course). So sorry, not mystic and all that, throwing magic balls and stuff at you, but people with nail guns and, well... I dunno. You can decide what the enemies are like, maybe have different classes of enemies, like Cyber Ninjas they hired or something.
*SPOILER ALERT!* Don't read this section if you don't want story spoiled! No looking!
Ok, still here? Well, it's about a guy who's trying to save his girlfriend who is being held hostage by the evil boss, because you won't sell your park house to him to be cleared for an A-Park-Ment complex. He wants, to reiterate, to have the house property, and since you won't sell he's using your girlfriend as leverage. Your job is to save her. Anyway, more story will be PM'd to the appropriate people soon. (Warning, I may end up flaking for another month. I am a major procrastinator) Ok, I'm done now. *END SPOILER*
Nevermind, one more thing. I want there to be like 3 items collected in favors for each device you can create (You lose most of the common devices in the end, but sidequests give you health perks armor, or better swords and stuff, you can pick up in chests after helping people. That, or minigames in which you might win something.) But I want enough favors total in each level that you have to guess which favor items combine for what things. To add a layer of difficulty to finishing the game, so you can't just speedrun the game like nothing. I don't want it that linear. Just so everyone is on the same page.