- Jun 24, 2017
- 45
- 32
Hello & thank you for taking time out to read this. I appreciate all feedback and everyone that even clicks on the thread.
Right now, my idea for my game is a survival/defense/management type game. The MC crash lands on a planet in a sci-fi setting where they explore around and have to find loot and salvage on a daily basis to keep Scrap, Food, and Riches up.
My idea for it is a day based system where random events can happen each day to negatively or positively effect the player as they attempt to build up their outpost. It's kinda a sandbox game in the sense of buying different upgrades at different times to progress the story of eventually getting off planet which would be developed at v1.0 up from v0.1 and with a hopeful continuation past 'main release'.
So to summarize with added extras -
Morning, Noon, Afternoon, Evening, Night day progression. When choosing to go out and explore the island instead of letting NPCs assigned go and do it, it takes 2 day spots from Morning to Afternoon then Afternoon to Night. The player can not explore after afternoon. Exploring could yield scrap, hunting , treasure or combat opportunities.
Daily Encounters - Including new characters, getting positive events or negative ones,
Scrap, Food, & Riches System - As 3 different currencies to manage daily & used for upgrades/leveling up NPCs/buying stuff from the occasional traders.
Tamable Wildlife - Can act as early warning detection without buying tech from traders or building it with different characters that unlock blueprints.
Crafting - Use a certain amount of scrap to build stuff instead of upgrading outpost or trading from certain traders that only use scrap instead of riches. Can upgrade items if the player would prefer to use those instead of others.
After exploring enough to reach possibly established villages/places of interest, they will be added to the player's choices of locations to go to instead of going out and exploring.
Quest System - Self explanatory.
Character Status System - Certain interactions/failures in combat would result in injuries that would have lasting effects for either several days up to until the player builds a medbay upgrade for their camp that can fix it. I.E, a severed limb or ripped out eyeball.
Combat System - Turn based with hitpoints(dependent on armor), hit chance (dependent on weapon & character worn accessories). I kinda want a pokemon type combat or a topdown with a spriteboard with moving characters. I might do the pokemon type combat first just because the topdown spriteboard thing might be too hard for me, a first time game maker and someone without any knowledge of python at the moment.
Ability System - Gain XP that turns into points that can be spent on these abilities that would enable better ways to harvest, scrap, explore, combat moves, etc.
All of this will be done in ren'py. I appreciate any and all feedback or suggestions for this project.
Right now, my idea for my game is a survival/defense/management type game. The MC crash lands on a planet in a sci-fi setting where they explore around and have to find loot and salvage on a daily basis to keep Scrap, Food, and Riches up.
My idea for it is a day based system where random events can happen each day to negatively or positively effect the player as they attempt to build up their outpost. It's kinda a sandbox game in the sense of buying different upgrades at different times to progress the story of eventually getting off planet which would be developed at v1.0 up from v0.1 and with a hopeful continuation past 'main release'.
So to summarize with added extras -
Morning, Noon, Afternoon, Evening, Night day progression. When choosing to go out and explore the island instead of letting NPCs assigned go and do it, it takes 2 day spots from Morning to Afternoon then Afternoon to Night. The player can not explore after afternoon. Exploring could yield scrap, hunting , treasure or combat opportunities.
Daily Encounters - Including new characters, getting positive events or negative ones,
Scrap, Food, & Riches System - As 3 different currencies to manage daily & used for upgrades/leveling up NPCs/buying stuff from the occasional traders.
Tamable Wildlife - Can act as early warning detection without buying tech from traders or building it with different characters that unlock blueprints.
Crafting - Use a certain amount of scrap to build stuff instead of upgrading outpost or trading from certain traders that only use scrap instead of riches. Can upgrade items if the player would prefer to use those instead of others.
After exploring enough to reach possibly established villages/places of interest, they will be added to the player's choices of locations to go to instead of going out and exploring.
Quest System - Self explanatory.
Character Status System - Certain interactions/failures in combat would result in injuries that would have lasting effects for either several days up to until the player builds a medbay upgrade for their camp that can fix it. I.E, a severed limb or ripped out eyeball.
Combat System - Turn based with hitpoints(dependent on armor), hit chance (dependent on weapon & character worn accessories). I kinda want a pokemon type combat or a topdown with a spriteboard with moving characters. I might do the pokemon type combat first just because the topdown spriteboard thing might be too hard for me, a first time game maker and someone without any knowledge of python at the moment.
Ability System - Gain XP that turns into points that can be spent on these abilities that would enable better ways to harvest, scrap, explore, combat moves, etc.
All of this will be done in ren'py. I appreciate any and all feedback or suggestions for this project.