- Joined
- Jan 28, 2009
- Messages
- 442
(Codename) Shifting Sands
I call my project "Shifting Sands" so far. The reason I called it that now is that I was inspired by the Fallout series (which takes place in a big, post-nuclear war wasteland) to make a homebrewed game in a twisted, post-apocalyptic fantasy universe. I was inspired by Dark Sun too, at first. But now I'm slowly abandoning the idea that everything has to take place in a big desert, and thus "Shifting Sands" is no longer an appropriate title.
I'm writing this thread quite early in the process, but I think some of you might be interested in the unwarcraftish gameplay I have in mind and am currently sweating over. Also, some of you might have some inspirational ideas for my world. I still stick to the rare genre of post-apocalyptic fantasy, though. And for once, the details of the world isn't so important to me. They'll come along as a story unfolds in my mind. And there are reasons why the story shouldn't be too complicated also. Due to the gameplay, which I will tell about in a while.
Big Idea: To make a multimap, multiplayer roleplaying game. This has been my big idea for quite a while. I hope, by use game caches, I can create a system wherein you can save your character, then load him/her in another map. I'm not aware if this has been done before. If it has then you must feel free to inform me.
The Gameplay:
Turn- and grid-based, like combat in a tabletop RPG. Only, everything in my Shifting Sands maps is going to be entirely turn-based. No rest is long enough for the heroes to waste real time.
I'm using a simple interface for most abilities and general things you do in the game: Point-n'-double-click. You have an amount of Action Points (a bit like in the classic Fallout games) which recharge every round at the beginning of your turn. Use them to do anything. A single click on an enemy tells you how much Action it will cost to go to him and smack him in the face (if you have a melee weapon equipped), and a double-click tells your character to go there and DO IT!
Edit: Since everything is turn-based, even story events, quest briefings, dialogues, and room-looting, the story can't be too complicated, and must be told mainly through dramatized combat. In fact, I am thinking about making everything constant action, or constant tactics I should call it.
What's the point of making some turn-based WC3 maps?
Well, I think it gives the combat a different flavor. Now, you really have a chance to ponder over every action you take. Of course I will do everything in my power to make the gameplay flow as fast as possible, but the weight lies on tactics, not character building.
Edit Note: Character building is there, and relevant, but it's going to be very free-for-all. The classes aren't going to be very defining themselves. So in a way character building IS a main thing.
If you've got any ideas you'd like to share, or have some other kind of feedback concerning my project, come hither and speak from your heart, childe.
I will of course bring descriptive updates as I progress, and fleshout the game world as it gradually pops out from the evil depths of Imagination Land. I might make a new thread when the game gets a proper name instead of this codename "Shifting Sands", which is cool but questionable.
I call my project "Shifting Sands" so far. The reason I called it that now is that I was inspired by the Fallout series (which takes place in a big, post-nuclear war wasteland) to make a homebrewed game in a twisted, post-apocalyptic fantasy universe. I was inspired by Dark Sun too, at first. But now I'm slowly abandoning the idea that everything has to take place in a big desert, and thus "Shifting Sands" is no longer an appropriate title.
I'm writing this thread quite early in the process, but I think some of you might be interested in the unwarcraftish gameplay I have in mind and am currently sweating over. Also, some of you might have some inspirational ideas for my world. I still stick to the rare genre of post-apocalyptic fantasy, though. And for once, the details of the world isn't so important to me. They'll come along as a story unfolds in my mind. And there are reasons why the story shouldn't be too complicated also. Due to the gameplay, which I will tell about in a while.
Big Idea: To make a multimap, multiplayer roleplaying game. This has been my big idea for quite a while. I hope, by use game caches, I can create a system wherein you can save your character, then load him/her in another map. I'm not aware if this has been done before. If it has then you must feel free to inform me.
The Gameplay:
Turn- and grid-based, like combat in a tabletop RPG. Only, everything in my Shifting Sands maps is going to be entirely turn-based. No rest is long enough for the heroes to waste real time.
I'm using a simple interface for most abilities and general things you do in the game: Point-n'-double-click. You have an amount of Action Points (a bit like in the classic Fallout games) which recharge every round at the beginning of your turn. Use them to do anything. A single click on an enemy tells you how much Action it will cost to go to him and smack him in the face (if you have a melee weapon equipped), and a double-click tells your character to go there and DO IT!
Edit: Since everything is turn-based, even story events, quest briefings, dialogues, and room-looting, the story can't be too complicated, and must be told mainly through dramatized combat. In fact, I am thinking about making everything constant action, or constant tactics I should call it.
What's the point of making some turn-based WC3 maps?
Well, I think it gives the combat a different flavor. Now, you really have a chance to ponder over every action you take. Of course I will do everything in my power to make the gameplay flow as fast as possible, but the weight lies on tactics, not character building.
Edit Note: Character building is there, and relevant, but it's going to be very free-for-all. The classes aren't going to be very defining themselves. So in a way character building IS a main thing.
If you've got any ideas you'd like to share, or have some other kind of feedback concerning my project, come hither and speak from your heart, childe.
I will of course bring descriptive updates as I progress, and fleshout the game world as it gradually pops out from the evil depths of Imagination Land. I might make a new thread when the game gets a proper name instead of this codename "Shifting Sands", which is cool but questionable.