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Cyberpunk First Person RPG College Simulator (Forums : Ideas & Concepts : Cyberpunk First Person RPG College Simulator) Locked
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Apr 6 2015 Anchor

For awhile I've been working at a cyberpunk universe which satirizes my college and the people I knew. It's existed in the form of drawings, short stories, and an unfinished novella. I've been think of wanting to adapt it into a game. I've already been working on an outline for the game's structure, content, and characters. The real challenge is finding the right engine for it.

Here's a rough idea of the game I want to make

*It's a college simulator, but it incorporates cyberpunk RPG elements from games like System Shock 2, Deus Ex, The Nameless Mod, and bits of the Neuromancer adventure game and the early Shadowrun games.

*The graphics, interface, and basic gameplay would be inspired by the first System Shock.

*It would have both outdoor and indoor locations, and a combination of pixelated art and 3D objects.

*The character interaction system would take inspiration from Ultima Underworld, Strife, and Deus Ex.

*It would have a skillpoint earning system like Deus Ex's.

*It would have a primary statistics system similar to SPECIAL from Fallout and GURPS.

*Indoor and outdoor maps would be inspired by real locales, though stylized and altered.

*The game would simulate mundane college routine, but amplified with elements from Neuromancer, Ronin, The Lawnmower Man, Johnny Mnemonic, Do Androids Dream of Electric Sheep?, Mega Man, and Dark Seed.

*Combat and violence would be in the game, but it serves more as a metaphysical exaggeration of the stress and social anxiety of college.

*There are additional games I'd want to borrow gameplay from. Doom II: Hell on Earth, Duke Nukem 3D, Leisure Suit Larry 1, Shadow Warrior, Heretic, Hexen, Unreal, and Mega Man 8-Bit Deathmatch.

*The player's arsenal would be exaggerations of everyday school supplies like mechanical pencils and textbooks. Other weird weapons would include phaser pens and electricity-conducting gloves.

*It would have primary and secondary objectives.

*It's structure is linear, but some choices could change the rest of the game, like it does in Deus Ex.

That's it. The problem is that I don't know which engine to start with. I don't have a high-end computer, and I want an engine that is flexible as well as playable on most computers.

Here are a few engines I've considered:

*Game Maker: I discovered that this engine was responsible for Cactusquid's games, like Mondo Medicals and Hotline Miami.

*Unity: A high-end engine with many clunky games made for it. Yet, I've seen some remarkable retro games made on that engine, such as Bernband and Curtain.

*System Shock Hack Project: A reverse engineered version of the engine used for Ultima Underworld and System Shock. It's incomplete, and not very user friendly.

*Revert 3D: A much more promising attempt to recreate System Shock's engine. I don't think it can do outdoor locations, and more importantly it's incomplete. Nevertheless, it's gets the Shock-vibe to it.

I was thinking that before I try developing such a game, I should first try experimenting by doing demo mods for other games. Some of these games might provided as good starter incentives to work with.

*System Shock 2
*Deus Ex
*ZDoom
*EDuke
*Wolfenstein 3D
*Ken's Labyrinth
*Unreal Tournament

I know I'm a rookie in the field of gaming, which is why I came to this community for guidance. Which game engines are suitable for the kind of game I want to make?

MrMattWebb
MrMattWebb The forums are a karma-free zone.
Apr 6 2015 Anchor

Determining which engine you wish you utilize boils down to what skills you possess in the first place. If programming is not a strong point of yours, maybe game maker will allow you to prototype your game quickly and focus more on the story (since you mention it is an RPG).

Try to scale down your project if you dont have the skills, resources, or team readily available. Focus on the game's key selling point and maintain the small scope so you can address what you really want to accomplish in the end. This is usually lost when projects grow too large too quickly or do not plan for how much work is required for the long haul.

Regards,
MrMattWebb

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