So I've been mulling over a few things in my games design lately......and I'm looking for some opinions and suggestions
So far, I'm looking at a game core like dwarf fortress, where you have a few NPC's to control and you need to help them survive. I'm adding a civilization-type building core to this, where you have the freedom to build and design your civilization you want to build. There'll be a few different game modes:
- Regular Gameplay: The "player" is not physically a part of the game (like dwarf fortress); you control the NPC's by delegating tasks to them and they'll complete them. You can watch what they are doing, command them to do different tasks, and control traits and other such "RPGish" elements that would apply to how effective NPC's are at certain role-playing tasks (if I even want to segregate tasks to particular skilled NPCs.....)
- Blueprint Mode: You are creating the buildings you want to add to the city; this is done in blueprint mode. This also allows you to delegate and count sources needed for certain projects so you can prepare for projects that will eventually be going on. I'm hoping that buildings can also have simple structural analysis techniques to allow for no "floating" or "unsupported" sections. Since this is done in a blueprinting mode, when nothing but planning is going on, I think there could be enough time per frame to do some simple simulation (not entirely accurate, but simple enough to seem closer to reality).
- Civilian Mode: You can actually play as a civilian NPC for a while. This is useful for exploration and immersion, and also allows you to walk through the cities you create. This can also do certain things for NPC traits -- leading them into battle gains respect for you, for example.
- Other modes??
For the RTS part of the game, there'll be small clans and foraging hordes that lie about the land. Things can be done to persuade them to join you, but things you do may also turn them into enemies. I want a sort of Civilizations type RTS battle system going on, where you delegate your forces to doing particular jobs -- creating armour, firing catapults, ripping open the front gate to an enemy's castle, etc.
What do you all think? I'm just looking for some thoughts and suggestions because I don't know how new/overused these ideas could be. I'm not even sure what my "own twist" or specialty might be with this game...but I know I want to make it my own. If you have any questions (I can't possibly have answered all questions about these mechanics in this post!) don't hesitate to ask so I can clarify
Thanks!
-ST