Indie Dev

Hello Guest!. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, sell your games, upload content, as well as connect with other members through your own private inbox!

Unnamed Modern Game

The next game I really want to make will be a modern one, with a huge focus on characters and gameplay. The game will be made on MV, and include features such as lighting effects, a custom on-map battle system and your traditional RPG quests and loot. There will also be optional minigames.

I have not yet finalised how the on-map battle system will function yet, but I do have one of the minigames already pretty much worked out as well as how the movement will operate. I simply need to check if a collision plugin will work as I need it to and if it will, we're in business :D



Pre-Alpha Lighting Prototype Screenshot

 
Last edited:

Cunechan

∠( ᐛ 」∠)_
This map is really made in mv? Omg looks so good. I love how the tilesets are really pixelart and it reminds me of the 2k rm but it has a beatiful lightmap <3. I'm interested in the story, do you have a storyline or an introduction for it yet?
 
This map is really made in mv? Omg looks so good. I love how the tilesets are really pixelart and it reminds me of the 2k rm but it has a beatiful lightmap <3. I'm interested in the story, do you have a storyline or an introduction for it yet?
Yep :D

The year is 2048.
The Third World War broke out 22 years ago.

London was forced into a state of emergency, whereby only the centre of the city could be shielded against bombs with the utilization of the best technology available. The outskirts - and the rest of the country - were left to fend for themselves. As a result, as the moment came upon the capital's citizens, many were bought out of their homes, and the centre of the city was effectively turned into a huge camp, home to a million lives. Everyone else emigrated, or moved to the countryside. Those who were physically able were conscripted into the air force, military or navy.

Nowadays, soldiers patrol the streets, marauders ransack abandoned homes and fighting rages on outside the safe bubble of London's centre.
Little does anyone know, the truth behind the war and the only person who can end it lies among them.

You.
 

Cunechan

∠( ᐛ 」∠)_
Sounds good thus far. I can imagine epic story behind it with a few persons but the actions will cause new events and reactions and everything is influencing the whole situation the characters are in. Will there be choices like in all the other indie games ? Even a few can make everything a lot more interesting. lol i listened to this while reading your post probably that's why it sounded so epic and emotional to me XD
EDIT: Sorry my internet is going crazy and it somehow double posted (?) I had trouble to post anything but it's ok now so nvm ;)
 
That song really does fit the blurb!

I'm gonna be tackling choices in a totally different way this time around. There won't be any big "choice and consequence" quests that affect other quests and give overarching results, etc. Most choices will be limited to their own quest for practical reasons - the game's already pretty complex as an idea at this stage! Instead, choices will be for roleplay purposes, such as the way in which you ask a character something will influence the wording of their response. This will be critical for a very important aspect of the game, but won't affect quests (as in, you won't be "unable" to get mandatory data or anything like that due to saying something a bit differently)

As an example, you could roleplay a character who is cautious about how they get their information, or you could be a very blunt, perceptive person:
"Sir, aren't you a member of the Military? How did you get that scarf?"
vs
"That scarf of yours looks very nice. What's the story behind it?"

There will be large dialogue trees, so you will not likely see everyone's dialogue on one playthrough.

Essentially, there will be more of a "roleplay" aspect to the non-combat parts of the game, given that the combat will be very action-oriented.
[doublepost=1450253691,1450125469][/doublepost]OK I'm gonna get a post in before I go to work lol

So I've been thinking about this. Having different dialogue is kinda superficial unless there is some sort of different outcome for it. Most of the complaints around Fallout 4 are similar in the regard that your dialogue option barely affects anything, just a line or two of response before their actual quest-moving-on sentence.

So I might have to implement different ways of solving quests at the very least, but I have to be careful to ensure the game doesn't end up too large and unmaintainable from the different options.
 
Top