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Top-Down Real-Time RPG ( looking for community feedback )

Started by March 25, 2009 12:16 PM
5 comments, last by smileyboxgames 15 years, 10 months ago
Hi everyone... I'm new to the GameDev community but I thought I would ask for some feedback on a new project ( Fighters: Technology ) I'm currently working on. Now I'm not quite sure how many of you are familiar with the console game market. For those of you who are, games like Champions of Norrath and The Baldur's Gate Series ( the console version ) will give you the basic game play feel that I plan to accomplish. Top-Down camera, Real-Time combat... but with a few twist. First, I want to tune the combat engine towards the adult level a lot more with gore content comparable that of games like Mortal Kombat and Diablo. Next, I plan on making the role-playing aspect much more in-depth by not only allowing players to level up character attributes and skills but to add what I've called "ADDITIONS" to each skill. Each skill can be modified with up to six Additions. These can be found in-stage or purchased and shared with friends and other players online. Here's an example... The character has a Shotgun which does 2 push, 2 damage, and has a 2% chance of knocking the opponent down. As you level this skill up it increases naturally.... 3 push, 4 push... etc. Let's say you find a push Addition... now you can add a little more distance to the enemy and allow yourself to level other skills in the meantime. Now in... hahah "ADDITION" to this I'm planning on making this an XBOX Live Community Game with hundreds of expansions from the development community. I'm talking stories, missions, characters, weapons, and even more special moves to add to each characters skill tree. In all reality the possibilities are endless. So if you have the time please leave me some feedback of any kind. At the moment I'm the only team member and I've been designing the game single-handed. The design document ( 4 months in the making ) has been a number one priority for me so I'm reaching out to all community brainstormers to help me build this project. I'll be posting a portion of it here once I see interest from the community. I'm a solid game developer, enthusiastic about building a knockout multi-player online RPG. I'll make sure to take notes of all feedback positive or negative. Thanks in advance... Aaron Victoria CEO, Smiley Box Games aaronvictoria@hotmail.com





Here is a short video I was able to find of Champions of Norrath, the base concept that inspired the engine style I plan to use. Take this and imagine the setting in the age of technology classes still intact... Barbarian, Mages, Clerics, all with there own futuristic look and feel. Note that the game will be 4 player simultaneous play. One thing I've been wanting assistance with is the XP system to stop one player who is far stronger from attacking and stealing the majority of influence from the others players. I'd come up with a 50% split type code but I want to know what others think... Fair or not? Please continue to leave feedback the website is coming soon...




Aaron Victoria
CEO, Smiley Box Games
aaronvictoria@hotmail.com
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Hi,

Just as a first impression, you say that you want a combat style that is similar to mortal combat and diablo. I don't think this sort of game (from my experience) would benefit from a mortal combat like system. The game should require some skill, but the style seems to be very arcade like, and having overcomplicated combos in addition to upgrades, and additions, would be detrimental to your overall goal, at least if you want a game comparable to Champions of Norrath. Since the combat is real time, you want it to be easy for a player to pick up a controller and feel like their good at the game, otherwise they might not play. I guess it depends more on what you're going for, but that's how I see it.

As for experience, make the curve high, so that higher levels require much more exp, and share the exp partially based on damage and not who gets the kill. The higher level player will get more exp, but they will need it, while the lower level players can catch up just by contributing. If the players have a non-damaging role, give them exp for using their skills (healing and such). In addition, you can make a rule that just for hitting an enemy, a player is entitled to 10% exp, plus any exp they get for damage, so even a really weak player can level quickly and hopefully become strong enough to continue.
Thanks for the input Nich... what I meant by MK style was the gore level, as you can see Champions of Norrath has a very small amount of gore which doesn't do terrible but I'm more interested in allowing the players to accomplish violent dismemberment when an opponent is near death or staggered. I was also brainstorming some ideas about a much more detailed physics engine. I want the player to utilize the ability to push, pull, toss, and grab enemies and objects with realistic reactions. And in regards to the XP system the idea seems brilliant. Was that something you just thought of or was it based on another game engine? Either way I find it very helpful because while playing CHAMPIONS with friends its hard because it always seemed like I could never catch up once I was out leveled because they would chase the kill and get the majority. Your idea has massive potential. I'd like to hear more idea you have. Note that I'm writing all this down please everyone feel free to comment. Nich let me know what you think of the gore idea.



Aaron Victoria
CEO, Smiley Box Games
aaronvictoria@hotmail.com

[Edited by - smileyboxgames on March 25, 2009 2:34:39 PM]
I've played both CoN and BG on the console. I like having an overhead view because it gives a lot more situational awareness. I'm not too keen on melee action because you can't see it very well, but ranged combat (especially gunplay) can work well.

In terms of the additions, I like geeky minute weapon customization so I think the idea is cool. It reminds me a bit of the Phantasy Star (Dreamcast) system where you could take a normal weapon and add mods to it, turning even a middling gun into something highly customized and fairly effective.

On the planned gore, a request for a setting to minimize it (as Fallout 1 & 2 had, not sure about 3)-- not because I have a weak stomach (I grew up on slasher films, fortunately or unfortunately), but because that sort of thing comes across as annoyingly amateurish and puerile. If that's your target audience, then go for it, but it's been done so many times it's not even impressive anymore.

And on a different note, a piece of unsolicited advice: I don't know you, your skills or your resources, but I'd recommend approaching this whole thing a bit more low key as it would help boost your credibility and attract people who can help. I'd take off the CEO tag and stay away from talking about XBox Live (which is experiencing a rising bar in terms of dev costs) and focus your posts on the core gameplay you want to offer. The other stuff doesn't come across the way you probably intend and may get in the way of good feedback. Just a thought.
--------------------Just waiting for the mothership...
My idea for exp is just based off standard mmo's. The goal there is to make the first 20 levels or so easy to get you hooked, and the last 80 difficult to keep you p(l)aying, but as a consequence people you tend to play with often end up the same level as you due to experience sharing, since x experience means more to lower level players. So while there was no game in particular that I can reference, it was an observation I've made. I'm glad you found it useful.

I like the gore idea, but agree that you should give the option to turn it off. It's just not to some people's taste.

I don't know if you've considered it already, because it seems to be where you're headed, but I liked the idea in one of the newer mortal combats of "traps" where if you got an enemy in just the right position you could shove them on spikes, or under a giant hammer, etc. Since traps are normally a standard part of the type of game you're describing, I think it would add to the game if you could shove/herd enemies into traps for massive damage (and the aforementioned dismemberment).

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Once again thanks for the wonderful feedback. Wav thanks for the heads up on the CEO position advise. It seemed fitting and professional since that's the position I hold. I read a few books on proper and affective forum posts. It was under the professionalism subsection. I'm new to this type of thing so I followed what I thought to be common etiquette trying to make the right impression. I see your point though. And as for the XBOX Live jargon it's to give the community a FUTURISTIC idea of where I see this project POSSIBLY heading. I would love to make it cross platform to be honest. The majority of students in my class are currently working with XNA and the results are pretty impressive. One of my group partners actually has a really nice FPS running on the hardware which makes me very enthusiastic to use it. Thanks for that input as always. Now touching on the gore I apologize for not stating that I planned on making a setting to enable or disable this function. The idea I was going for wasn't a grotesquely driven gore engine but a more realistic gore system. Blades cut and with a well place attack ( when opponents health are low ) you should be able to perform dismemberment moves. I follow you well on the melee comment too. That is another issue that I wanted advise on. In CoN you noticed as well as I that melee can be a complete mess. Now don't get me wrong it worked and gave my friends and I countless hours of replay enjoyment, but when it came to that aspect sometimes I had no idea what was going on. When it was four of us bashing an enemy I wuz completely in disarray. My gamers friends suggested that attacks landed not only show damage numbering but a realistic reaction to the attack. I noticed I'd hit an opponent 3 times before he would even respond and then the animation was ridiculously late. That's why I plan on having a dynamic physic system for the players as well as the cpu control opponents. Any ideas on how to improve on this? One thing I'm sure the community will love the ability to grab certain enemies and perform grabbed attacks and throws. This could lead to some interesting instant kills ( just for you nich). The design document snippet is coming soon. Please continue to leave feedback and thanks once again.



- Aaron

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