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The Adventurer's Guild: RPG/Simulator -- feedback?

Started by May 11, 2010 08:40 PM
14 comments, last by Duck123 14 years, 8 months ago
Quote:
Original post by twood
Originally I had been thinking more of a sandbox style game, but I'm worried it will be difficult to keep the game both interesting and balanced. Going story based provides an easier way to teach the player what is going on and how the game works. Plus I think it might be easier for development...

Any thoughts on this?


Ultimately I think the difficulty of keeping balance and maintaining interest will depend on the ways in which levels (story based or procedurally generated) vary. I picture it working in a similar way to the "Theme"/"Tycoon" (theme hospital, roller coaster tycoon etc.) games - a level is defined by a location, a set of goals and possibly some restrictions:

Locations:
  • Icy mountain
  • Dragon country
  • Near a large cave complex
  • ...

  • Locations might affect which equipment and spell types are the most effective or perhaps the availability of short/low reward quests vs long/high reward quests.

    Goals:
  • Make X gold
  • Employ X adventurers
  • Given an initial guild, sustain it for X turns
  • ...


  • Restrictions/Modifiers:
  • A bad tempered local lord has banned the building of any more Inns in the city
  • Building space is very limited
  • A rival guild in town is pushing up the market price of adventurers
  • ...


  • When you think about it in terms of variables like this, it should be quite possible to define some metric of level "difficulty" and generate a sequence of levels with increasing difficulty. There might however be some situations where an impossible level is generated if all of the permutations aren't considered.

    In the end, if you decide to design your own levels manually you'll still be using a similar set of conditions to define them and they need to be fun in and of themselves - adding a bit of story text to each level will only go so far towards maintaining player interest.

    Personally I like the idea of a story mode with a few pre-set levels and (skippable) tutorial included and a "quick play" mode or something similar where randomly generated levels can be played indefinitely.
    Squids Three-Hundred game designs

    Squidi.net

    Designs 70 through 72. I tried this idea too, good luck to you.

    [Edited by - Punk Designer on May 27, 2010 9:36:59 AM]
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    You completely messed up the Squidi link. :P

    http://www.squidi.net/three/thumbs.php?set=4
    Sorry. :) edited.

    I liked this idea and am surprised that no one has done it.

    I had the idea of changing this slightly, instead of the player owning a general "guild" I thought they could own a set guild, like a warriors guild or a mage guild. Having set guilds could prove like missions, it could be a non-liner game but have a clear cut quest with an end level and everything

    so for example, if you had the knights guild the general feel of their free roaming missions would be to kill bad things and the like but then the under lying quest could be to defeat an evil demon king.

    Having set guild types also solves a mapping problem I thought of early on, the fact that the player gets to build on rooms which unless you wanted to make a very big and long building creator is just not practical. On the other hand if you just a set map with unlock-able parts through out (for example for a mage guild having a tower but each room within it is locked and the player has to pay to open them up) seems a lot more practical though probably less eye-catching as the building creator version.


    There was a guy on the Squidi forums that was attempting to build this game, he got the basics down I think... Wonder if he is still doing it?

    Thanks.
    _____________
    Yes, I've definitely drawn some inspiration from Squidi's stuff. I was planning something simpler -- I wasn't going to limit to a particular type of guild, but definitely would have fewer options than what he describes. A lot of his stuff is also about configuring the AI to make smart automated heroes. My plan is for the hero actions to be controlled by the player (at the level of assigning them to quests). Think of it like a tycoon game where you get to assign actions to the heroes each week and then find out how well things went.

    Unfortunately it seems that squidi shut down his forums a while back, which is a shame because the development subforum had some cool stuff going on. Oh well.
    If dat game comes out im gonna get it.
    But wat console will it come out on? Wii? PS3? PS2? DS? PC?
    Is stil cant wait. I love adventure games like Zelda and the Twilight princess. Dats a good game.
    I recomend for the game to come out on the wii. Because when you are training with your sword or something you can use the wii remote for close battles while swinging the remote around. Now that would be fun.

    Thanks,
    Duck123

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