waxing carnauba
New Member
- Feb 13, 2020
- 12
- 20
Hey, y'all!
I've got a game concept in mind (which I've wanted to do for ages), and would like to get started. My "grand plan" is basically a gazillion elements assembled piece-by-piece and then mashed together into a glorious whole.
I'm starting the with irrelevant/extraneous, so please feel free to skip to the end if you don't want to read my goddamn autobiography.
Boring backstory (in case y'all are interested)
I've always been a massive fan of games that boil down to spreadsheets and skill trees--things where you level characters through a class system to unlock some wild shit (like FFT), games where you build up an empire (like My Life as a King), etc. However, I've always been held back by my skill set: I'm a writer by trade, but haven't really coded since you were a glint in the milkman's eye (in like 20+ years), so most of what I learned is obsolete. Plus, I don't have a lick of artistic skill, which means I would have had to hire an artist for even a working concept.
However, these are the problems of yesteryear. I've gotten decent with SwarmUI, and a work-related foray back into Python has shown me that I've got the basic logic shit down for coding (despite basically everything I learned in my youth being both obsolete and forgotten).
Will either of those be a great solution? Absolutely not! But they'll give me enough runway to make a basic prototype to see if it's worth sinking money into proper outsourcing, instead of spending big money on a boondoggle based on the impossible childish dreams of a nostalgic dork.
The dream (getting slightly more relevant)
The concept is several systems layered on top of each other:
What am I actually asking? (And why didn't I lead with this?)
To answer the second question first: because I'm dumb.
And to answer the first question: I want to build the game on a platform that:
Ren'Py is Python-adjacent, but doesn't really have a good solution for combat. A bit of Internet research suggested Godot, which is supposedly similar to Python and has some great documentation, but seems to be more designed for 3d games or platformers, and I've noticed not many games posted here use it so I'm not sure if there's some other issues with it I don't know about. RPGmaker is fun to play around with, but it really doesn't feel like the right tool for the job. Unity is probably something I should look into, but I'm nervous about their whole "Hey by way I know we said free but we track who installs your program and are going to charge you a license fee for everyone who installed your game now kthx" debacle that happend a ways back. (I mean, they rolled it back, but they did still try). And of course, HTML/SugarCube is wonderful for a lot of "number go up until you see pictures" games, but I can't imagine what kind of nightmare this big chonky mess would be in that system.
So, uhh, I dunno where to start. Simple and scaleable, I guess.
I appreciate your time if you've made it this far, and would love to hear your thoughts & expertise.
Thanks!
I've got a game concept in mind (which I've wanted to do for ages), and would like to get started. My "grand plan" is basically a gazillion elements assembled piece-by-piece and then mashed together into a glorious whole.
I'm starting the with irrelevant/extraneous, so please feel free to skip to the end if you don't want to read my goddamn autobiography.
Boring backstory (in case y'all are interested)
I've always been a massive fan of games that boil down to spreadsheets and skill trees--things where you level characters through a class system to unlock some wild shit (like FFT), games where you build up an empire (like My Life as a King), etc. However, I've always been held back by my skill set: I'm a writer by trade, but haven't really coded since you were a glint in the milkman's eye (in like 20+ years), so most of what I learned is obsolete. Plus, I don't have a lick of artistic skill, which means I would have had to hire an artist for even a working concept.
However, these are the problems of yesteryear. I've gotten decent with SwarmUI, and a work-related foray back into Python has shown me that I've got the basic logic shit down for coding (despite basically everything I learned in my youth being both obsolete and forgotten).
Will either of those be a great solution? Absolutely not! But they'll give me enough runway to make a basic prototype to see if it's worth sinking money into proper outsourcing, instead of spending big money on a boondoggle based on the impossible childish dreams of a nostalgic dork.
The dream (getting slightly more relevant)
The concept is several systems layered on top of each other:
- A character training/level-up system. Certain trainings, tasks, or assigned classes will slowly build stats over time, and once a character hits certain thresholds they can unlock new classes, with new skills and new artwork.
- A comprehensive class system. This is the most fun part for me--if I do a combination class and affinity system, then I can go hog-wild with special elemental sub-classes.
- This is where the GenAI will come in handy, because if I'm going to have, say, 5 character types (blonde, brunette, redhead, Asian, dark-skinned) with 3 variations each (petite, busty, athletic), then there would need to be 15 variations per class. So if you start with the 5 standard fantasy base-classes (tank, fighter, archer, mage, healer) plus one for a peasant/unassigned, then you need 80 portraits. (Which would be a lot to commission on a whim for a game it turns out nobody wants.)
- This is my first milestone. I want to be able to do the above, with the option to expand to the following if people like it.
- A relationship system. Personally observing training, building facilities they like, giving gifts, or going on an outing builds relationship; meet thresholds to unlock lewds.
- An equipment system with gear effects (basic do more/take less damage to start, eventually adding personal/global buffs and effects)
- A skill system that ladders into combat and town-building systems. Likely something like Tactics, where if you use/study a skill enough, you can equip it as a secondary in a different class.
- An automated combat system. To start, it would likely just be a text "Encountered goblins! Party defeated them, and took X damage. Party collected suspicious goo!", but if I can justify it I would love to bring on sprite animators and a proper dev to make a real-time Oger Battle-style combat system.
- Combat would utilize skills that ladder into the combat system (either vague global effects (like passive damage increases) for the simple battle system, or proper skills (like throwing lightning bolts into the enemy backline) for the fancy shit).
- The point of combat would be to gain xp, rescue people/acquire resources for the town, and/or loot magic gear for your fighters.
- A town management system. Player would start with a village, a handful of peasants, and one or two real fighters, and would need to build farms (support population), amenities (make money, attract new people), training facilities (unlock new classes, improve training efficiency), support structures (heal injured characters, build basic weapons and armor for your fighters, assess affinities for your characters), resource-gen buildings (for wood, stone, metal) etc.
- Skills that passively affect the town while characters are present, IE a fire-magic skill that improves your forge, or a peasant-based skill that improves farm output.
- MC art and abilities. (MC would use a completely different system that's only got two classes: build (mostly town buffs) and destory (mostly combat buffs), and a story beat to explain why.)
- Global combat management systems (IE a quest system, special instance dungeons, town defense, etc)
- Finally, when all that shit is working, I'd want to add a story-mode involving other cities. Allies, rivals, enemies, monsters (and capture-and-train-able monster-girls, 'acourse), intrigue with other 'leader-types' of various persuasions, possibly some light world-domination... y'know, the uje.
What am I actually asking? (And why didn't I lead with this?)
To answer the second question first: because I'm dumb.
And to answer the first question: I want to build the game on a platform that:
- Handles well as a pointy-clicky menu-based system
- Isn't too weird and funky to learn
- Is common enough that I'll be able to find support & hire help
- Can be built in modular chunks that play nice with one another
- Town trains Caracter who does Combat to develop Character skills and acquire Town resources, so they all need to be able to play nice, without having to build it all at once
- I don't necessariliy mean the systems are completely separate, but just something I'd be able to easily collaborate on if I can get it to the point where I bring in help.
Ren'Py is Python-adjacent, but doesn't really have a good solution for combat. A bit of Internet research suggested Godot, which is supposedly similar to Python and has some great documentation, but seems to be more designed for 3d games or platformers, and I've noticed not many games posted here use it so I'm not sure if there's some other issues with it I don't know about. RPGmaker is fun to play around with, but it really doesn't feel like the right tool for the job. Unity is probably something I should look into, but I'm nervous about their whole "Hey by way I know we said free but we track who installs your program and are going to charge you a license fee for everyone who installed your game now kthx" debacle that happend a ways back. (I mean, they rolled it back, but they did still try). And of course, HTML/SugarCube is wonderful for a lot of "number go up until you see pictures" games, but I can't imagine what kind of nightmare this big chonky mess would be in that system.
So, uhh, I dunno where to start. Simple and scaleable, I guess.
I appreciate your time if you've made it this far, and would love to hear your thoughts & expertise.
Thanks!