Aug. 5th, 2008

kohaku_wind: (Default)
Working title: Vector to Tomorrow

Story: a couple students (mage and alchemist, respectively; those who've played my DnD campaign will recognize the alchemist) unwittingly find themselves caught up in a secret invasion of their own school. They are sent to report the matter to the princess of a nearby kingdom, with a single bodyguard to protect them.

The player is actually the mage's black cat. As the game is console-RPG style, the story will be fairly linear except at certain points, most of which serve to drive the relationship/romance mechanic (yes, there will be a Ho Yay option)

Controls: Mouse and keyboard. I intend to eventually allow the player to freely switch between the two control schemes.

System: I will take GREAT PAINS to avoid any semblance of real-time in the battle system. Other than that, it will probably look a lot like a cross between Grandia 2 and Chrono Trigger.

Character classes will be represented by various instructive books. Any character can learn new classes by "equipping" that class's book. Boss fights and other story-driven events will result in general experience, which will result gaining basic techniques for the equipped book. All other experience will be earned by using the techniques learned in the books, and again, that experience can only go to that book.

Graphics: The game will probably look a lot like if you remade Chrono Trigger with vector graphics as the sprites. Same 3rd-person top-down perspective, non-isomorphic but still gives the impression of 3D.

Other than that, not much is settled. I'm still struggling between having entirely 1D levels and allowing for a little 2D. The main issue is graphical; the protagonists look terrible when facing forward/backward, and making animations for all of them will be annoying.
kohaku_wind: (Default)
To pass the time, I'm playing various indie RPGs. Or RPG-likes, at least.

It is interesting that according to 365 Days of Free games Cave Story is not an RPG (despite having experience determine damage, hit point intervals of 5, and fetch-quests) and Eternal Daughter is (despite resembling a platformer in most respects).

There are other differences too, naturally. Cave Story is a delightful gem of the game that highlights the appeal of simple, clean old-school games. Eternal Daughter, on the other hand, shows exactly why Nintendo Hard games went out of fashion. It replaces content with difficulty and it's not particularly well designed. The protagonist has the durability of Mario and her enemies have the durability of Castlevania bosses.

Any recommendations for indie PCRPGs?

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