|D20/Tactical RPG - need ideas/engine||Post Reply|
|Sep 25 2013, 1:56pm Anchor|
*I posted this also in another section (game development i think) but wasnt sure so i posted here (hope that's ok, if not can delete 1 or the other)*
I am developing a D20 (D&D) RPG game. It originally was going to be a tabletop traditional D&D game i could play with friends, with an ongoing campaign and what not. I spent about 2 years of off and on (mostly off) developing all the details, the systems i want to implement, ideas, and overall core of the game. I am not active in my community to find other D&D players, although i have a few at work that are semi-interested. I finally decided that since i have all this content that i have written bare-bones for, it was time to aucutally start fleshing out real details and real progress that i could (and others) see.
The cost of making a really cool game isn't much, just need a great idea and a pad of paper when it comes to D&D. However, to really get players involved it is far better to have a digital version and something visually they can play. I wanted to originally create the game on a tabletop, with a playmat that i was designing, i had all the various spots, and some maps etc laid out.
As development moved forward i realized my project was far to big of scope for something simple, if i wanted to continue adding things, the tabletop experience might be to basic to try and fit everything in. I'm not trying to make a super complicated game, although everything i have so far, looks complicated if it were converted to a real life player played game and would be a lot upkeep and time on me setting it up, breaking it down, explaining it all, and would spend more time doing that than aucutally playing.
Thus the idea of taking it to a digital format, which then would greatly speed up things. Now i can design as i go, create my game world, my characters, write story, and flesh out a real world where you can play and interact. Now i can tell my friends, look at this game i am designing and send them a link to try it, and enlist local help and co-workers (who are also gamers) to help along the way, to play the game etc.
I am literally starting from 0 knowledge of any of this though, writing and designing a fake game (essentially that's what it is, without actually having substance and a physical/visual base to start from) is all new to me. I realize that a lot of you are developers, coders, and some even have their own studios, so i guess my real question here is this:
What game engine would be good to start out with, doesn't have to be the same engine i finally choose, i just need something to start putting things into it, playing with various ideas, and something that is simple yet allows me to add in things as i need, has to be pretty customizable, graphics decent although i always say gameplay over fancy graphics any day (old school RPG'er here, the good ol days of Final Fantasy on NES/SNES)
I need advice and help and just reaching out to you guys on what i should do first, i am more into writing story, writing and designing items, characters, and the aucutal core elements of the game, like level design, maps, the systems like in an rpg a bank and bag system, items to go in said bag/bank, dungeons, monsters...all that stuff. Combat, skills, quests...that's what i love to do, and would love to start showing others what i have been doing and get feedback and learn from others, as well as create my own style.
I need an engine where i can do the main 2 things: have a dice rolling system or random number generator, and it can be tied to databases (like in a real rpg, when you kill something, it rolls to see what loot you get) I'd like to be able to create a tactical based combat system, like Final Fantasy Tactics, similar to those kinds of games, tile sets, and have world maps you move between things. Aucutally if you have played Tactics that's basically the core of what i would like to do, but with D&D/D20 hybrid, and many other features to add in
The 2nd thing i need it to do is be able to randomize everything, that's key in my game. i want to be able to write/design a system that every time you play it is different, like quests, when you encounter a quest make it so that it pulls from a random number of quests, and then from that basic core, pull out x objectives.
Random weather, dungeons, monsters, loot, quests, all that as per standard on a lot of RPGS. The dice rolling system is to give it a old school feel/flare
Basically a hybrid of a bunch of games such as FF Tactics, D&D, World of Warcraft (MMO's in general), a Dice roll system for everything, a card system (all things like quests, items, abilities etc are on cards you collect, or interact with, most randomized)
Imangine FF Tactics the basics of its tactical combat, but much more. imagine each player controlling a avatar a hero of your choosing, with skills and all that, and can interact hang out with each other, and all events and things pop up as Cards like you are running along and BOOM its a trap! a card pops up and shows a card with a visual representation of it, or say your skills, all your skills are represented by cards in your inventory menu, quests come up as cards (when i say cards basically boxes that are card-like and for visual representation of stuff) at the end of battle a card pops up showing you all the loot you gained etc.
All this with a heavy D20/D&D emphasis, with tons of classes and races to choose from, each fully fleshed out and detailed, with backstory, lore, and classic iconic abilities and look/feel like rogues being rogues, a paladin, or even clerics.
To give an idea of what i am going for........
VERY SLOW LVL PROGRESSION (SEVERAL SESSIONS FOR 1 LEVEL UP)
5 TIER ITEM SYSTEM (RANDOMIZED STAT SYSTEM)
DIVERSE SET OF GEAR (LOTS OF CHOICES)
STANDARD DUNGEON & TERRAIN (DUNGEON TILES & AREAS FEEL EPIC WITH DEPTH/STORY)
4 TIER PROFESSION SYSTEM (APPRENTICE, ADEPT, EXPERT, MASTER)
11 PROFESSIONS (YOUR CHOICE OF 2 PRIMARY & 2 SECONDARY)
UPGRADING GEAR SYSTEM (USES SPECIAL ITEMS, AND PROCESS)
-ADDITIONAL POINT SOURCES (ADDITIONAL BOOKS, TOMES, AND SOURCES GIVE PERMANENT ADDITIONS)
RECIPIE & LEARNING PATTERNS (LEARN PATTERNS & RECIPIES, BUY OR AQUIRE IN ADVENTURE)
FLEXIBLE COMBAT SYSTEM (ADDITIONAL STUFF ADDED, RATINGS, BALANCED & FAST COMBAT)
BANK SYSTEM (PULL OUT ANYTHING FROM ANY BANK ANYWHERE)
SHOP SYSTEM (GEAR, MAGIC, TRAINERS, INFO, SKILLS FEATS)
DOUBLE HP FOR MONSTERS (DOUBLE STANDARD MONSTER HEALTH SO THEY ARENT WUSSIES)
that's just a small sample of the scope and details of the game world i want to create, its a pretty massive undertaking but i think with the right help and support as well the tools i can start making this project into something really cool.
so if any suggestions or comments I'm open to discussion
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