Monday, December 8, 2008

Classic RPG

I'd love to work on an RPG. I would love to make Mulligan, WY, but... that may be too ambitious. So, I think I will start smaller and make a "classic" turn-based RPG. Fantasy theme. Simple 2D graphics. One-dimensional plot. And so forth. The point is to make a game that has the bare minimum graphical, aural, and narrative requirements so I can spend more time on the game's engine, scripting, and balance. I'm hoping to create a game that is on-par with the legendary RPG's of my youth - Final Fantasy, Dragon Quest, Pokemon, etc. Not on-par with their legacy, mind you, but on-par with their quality and style.

So, I'm thinking: Party of 5 - Hero, Strongman, Wizard, Healer, and Bandit. On a quest to uncover magical artifacts that keep the world alive. Each character has special talents they bring to combat and exploration. Character conversations are kept to a minimum. As characters fight enemies, they gain experience and grow stronger. New weapons and armor are purchasable in towns scattered about the world. Hmm... I'm seeing a cross between Dragon Quest III and Final Fantasy 6, and that may be too complex...

Okay, so after brainstorming, I've decided. The main party will be a Hero, three Support Fighters, and a Pilgrim. Basically, the three SFs will be chosen from a list of characters, and will help the Hero fight. The Hero is created by the player, and is his or her avatar - their persona in the game. The Pilgrim is a plot-relevant character, whose role in combat is non-existent. His or her existence is to further - nay, drive the plot. The quest is that the Pilgrim is attempting a pilgrimage to a holy place, but the journey and destination are full of monsters laying in wait. So, this pilgrim hires a group of travellers led by the Hero to protect him or her. The Pilgrim has special magical powers that will allow the team to progress further into the holy land, so protecting him or her is a crucial part of game play.

This would be simple to implement. There are 5 characters on the player's side. One of them is a Support character with no offensive abilities. This is the Pilgrim, and if the Pilgrim falls, the game is over. The Hero is an offensive character, whose powers are decided by the player, but who has a good mix of Offensive and Supportive abilities. This way, we are certain the party has the bare minimum of Good Party Balance.

The Pilgrim will always be the same in the game. She will start with no more than a Heal spell (which restores a target's HP) and a Defend spell (which reduces the damage a target takes). She will also have some abilities outside of combat (like opening Magical Gates), but these are just for flavor.

The Hero is probably going to be the most complicated character in the game. Custom built. Choose appearance, ability scores, and powers. I'll think a bit more on what the Hero needs later, once I've finalized details on the battle system. The Hero will *not* be equippable - his equipment automagically improves as he grows stronger. Magic Sword, perhaps?

The SFs (support fighters) are to be chosen from a list, so there are no custom elements here. The hardest part will be balancing them all so that each SF is as effective as the next, although each will have their own unique powers. They will not learn any new powers over the course of the game - that feature is only for the Hero and the Pilgrim. Instead, they will start with all their abilities and basic equipment. New items found in the field can be given to them to equip.

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