Home Artists Posts Import Register

Content

So Fungeons and Fagons has a semi offical new title of Goblin Tales, or Goblins and Orcs, or something else. I dunno. Leave a comment if you have a suggestion or like either of those XD I've been pretty busy with work, and then getting sick, and stuff this week, but I have managed to get a plan for this new project. It's essentially a typical RPG story, some powerful being is threatening the land, so you and your party have to go out and defeat it. The spin on it, is you're playing a group of "monsters" fighting off a human invasion. I'm hoping to have 8 races, and 8 classes (You'll likely start with 4 of each available and as the game progresses you can unlock more) Currently I'm leaning towards Goblins, Kobolds, Orcs, Ratlings, Minotaurs, Imps, Gnolls, and Ilithids. This may change at some point, as it might be nice to get some lycanthropes in somewhere. Currently I'm trying to work out how to create random encounters. Not combat encounters, but actual at least semi-random story encounters where the player has a set of choices of how they tackle the situation. Basically I'm trying to create a system or think of a way to write these encounters to be modular. I don't know exactly if this is possible or not. I'm leaning towards not, at least not to the extent that I'd like. Who knows, maybe someone who's a better writer has some suggestions. What I was looking at for creating these encounters was the 5 Part Narrative Structure, and condensing each part into a couple of sentences at most. Part 1 is the exposition, introducing what the player has come across. NPCs, terrain features, etc. Part 2 is the rising action, here I'd introduce the problem. What does the NPC need, what geological feature needs to be over come etc. Part 3 is the climax, here the player would choose how they tackle the situation. Part 4 is the falling action, here I'd describe what happens based on the players choices. Part 5 is the resolution, here the player either gets their rewards, or punishments for their actions and the game continues. I'm stuck on how to break up these parts, or key elements between them, so that they can be mixed and matched to give tons of unique situations. I have my doubts that this will be possible, and I might just settle for manually rewriting a half dozen variants on each encounter. Back to the whole camping mechanic I've been babbling about recently. A game that I've been semi watching just came out in early access called Curious Expedition. I didn't really know much about the game as far as game play, just the general premise and some screenshots. But it has a camping mechanic that's also kind of similar to what I wanted for Goblin Tales. Travel and the world map is really interesting too, it's probably not something I'd do for this project because it'll probably be fairly story driven and need a set map as a result. But I like the hexgrid movement and the way the fog of war works. It's also got a really unique combat system. I think they plan on making changes to it, but I hope they don't completely change it, and continue to expand on what they currently have. Essentially each character has a unique dice and during combat you roll them all. Depending on what symbols appear on each dice you combine them in different ways to get different attack combinations. If you guys want to take a look here's a good gameplay video https://www.youtube.com/watch?v=umODwfeWMyI Last night I was derping around trying to decide on some aesthetic choices for the game. I'm leaning towards an 8bit color scheme. Which would be tough to work with, but I think I could manage it. I might try looking at 9bit colors if 8bit is too limited. Or I might just decide fuck it and not limit the color palette at all and just do pixel art. Dunno, we'll see. Aesthetic choices are still a ways away from needing to be finalized anyways.

Files

Comments

Anonymous

Sound like a lot of works, Draite.