Hi,
Let me introduce myself. I am usually not the talker, but ever since I can remember gamedev.net existing, I've been an on-and-off visitor. Maybe since 2004-ish? I'm 28, a web developer by trade, but a game developer by heart. For the longest time, I've been eager to find the time to create my own game - and here I am, leaping boldly.
So I'm staying true to some familiar ground here - I'm going to create a game for the web, using web technology. Maybe it's not the most exciting technology choice, but for me who live and breath "interweb technology" it's a safer starting point.
So tech aside and to my issue at hand.
I'm creating a ... urmf, MOBA type-style game, though far more simplistic. I'm imagining Heroes of Might and Magic battles. One field, two players, both with their own composition of heroes (or "toons"). A maximum of 4, and a minimum of 1. Each hero has its own abilities/gear. The player picks a fight which by either victory, or defeat. Turn based actions are controlled by the player. End.
In short I'd say its a "League of Legends/DOTA vs Heroes of Might and Magic" gone browser based.
Using WebGL my goal is to get the battles visually represented in 3D (similar to what you saw in Heroes of Might and Magic).
Though the battles aside, I want RPG elements added to a players progression. Without using 3d rendering, I want a player to somehow be able to "collect" materials (or mats), craft items and use them in a battle. Maybe in time add more heroes which a player can (pokemon-style) collect. But how would I concept this? How would I implement an "exploring/finding concept" for a browser based game?
In other words, if you were developing Diablo 2, but are not able to utilise graphics, how would you do it?
Obviously, limiting myself by technology and more importantly, scope, and if you're kind enough to give me some feedback I hope you keep these limitations in mind.
I hope I made myself understood and that my post wasn't reflecting poorly on my intentions!
Yours,
iwantoski