To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Hello, everyone. I'm looking to get feedback for my game which you can download here:
http://contest.gamedevfort.com/submission/87#.VcZLB_llb2o
So, this it is still very much in development. we have a lot more planned:
- Customizable weapons.
- More role-playing events.
- ntegration of crew stats with the rest of the game. E.g. your tinker's tinker stat will factor into weapons strenth and your leader will help manage your food.
- Ability to travel to multiple galaxies with scaling level of diffuculty as you follow a longer storyline.
- Planetary scale. When you go to a planet, you go to this scale, in which you can visit the planet or its moons (instead of going directly to an event).
- In addition to planetary text events, you will have randomly triggered events that happen as you travel.
- Foot on the ground. Text based events will sometimes lead into this. All dungeons will be procedural, of course. We're still disucussion how this would work exactly, input here would be great. I like the idea of the wole team being involved, perhaps in fire-emblem style battles. But, that also contrasts with the fast-paced space-shooting battle system we already have going; I do want the game to feel unified. Another option is to allow the player to choose one crew member to send in and have each Job be a different class in a platforming dungeon.
What type of rpg style elements are you planning for your game? Because everyone generally makes a space shooter aspect to their game but not many go the rpg route so I am interested in how you will incorporate that into your game?
And as always if you need a forum area for your game you just need to ask and I will create one for you.
What type of rpg style elements are you planning for your game? Because everyone generally makes a space shooter aspect to their game but not many go the rpg route so I am interested in how you will incorporate that into your game?
And as always if you need a forum area for your game you just need to ask and I will create one for you.
First of all, thanks for responding, and yes, I'd love a forum area!
As of now, events only trigger when you go to planets.
Later skits will trigger for character development, based on who is in your crew. E.g. some crew members will send you on a side quest, someone may betray you. The first main story line will be for Auron, but it won't be the only story line, or even the only main one.
The rest of what I'm going to write here is still up-in-the air, but I'll say what we're trying to decide now.
I asked in the first post whether to help me decide between a platformer and a strategy game for foot on the ground. After some thinking and discussion, I'm leaning towards the latter.
Its probably going to happen. Right now, stats are based on jobs; they will change into something closer to DnD or traditional RPG stats, so that they will also work in combat. Each job will simply use certain stats for its checks (e.g. Intelligence for Tinker).
I mentioned Fire Emblem, but the strategy battles will be more like the Banner Saga where player and enemy sides alternatively move units. It makes for a a fight all the way through instead of allowing you to gang up. Your character's job will also be their class. There will be items you can collect throughout the universe.
Now, the other option: Tales of Graces has a real-time battle system in which the player controls one character and switches between characters at will. The goal being to get combos and release super-attacks. It is the only time I've seen AI allies that were not only not extraneous, but, actually seemed to add to the game; The battle system is great.
So, the goal is to adapt these same things that made it great into a 2D side-scroller battle system. I'm going to keep planning and play more games before I decide whether its viable. If it does happen, it will have many of the attributes of the turn-based system I mentioned above (items, stats shared with the text-based role playing, etc.).