Workshop
Project presentation
First thing first
Details of this game can be changed and improved but the general vision and ideas are already set as a start point
Inspiration
Reigns + Darkest Dungeon
Quests in form of choices
Turn-based fights
System of reputation
Uncontrolled saves
Inspiration
Reigns + Darkest Dungeon + Pathologic
Connected quests, map with tasks
Plot
Important points:
Plot
Important points:
Lore
Challenges are represented as beasts which are fought with power of strategy thinking
Game loops
Gain/Lose Reputation
Find Workers
Complete assignments
Fight beasts
Collect knowledge
Fights
Combos
Numbers
Colorful executions
Fights
Fights
Characters
Every character and beast is represented as abilities he/she can use and character’s stats (statistics, they are just numbers to show lack or sufficiency of something).
Example: Creativity 2 and Stamina 10 show that although this character lacks creativity but (it can be a problem for designer or artist) endurance can save him from long hours of workload.
Beasts’ stats
But what about enemies’ stats? What to they mean?
Each construction has it’s own difficulties. For example, it’s a challenge to level out foundation of a house on a rough terrain. It’s also not so easy to restore an old monument to comply with historical style and match citizens’ preferences.
Every difficulty is shown as stat, which must be changed in some way to adjust needed aspects.
System of Bars
For example: design of a building will be done only if Design stat is between 10 and 15 or between 25 and 30
System of Bars
For human characters active status of some stat can give an advantage or a disadvantage.
For instance, if Impatience is in active state player can get timer which limits how long choices can be thought out.
More details about stats can be discussed in the end.
Why bars?
It’s not always shown what are borders of activation, so as player you can:
Get information about constructions in quests to know how to solve problems
Use try-and-error approach
Damage stats of characters, which can need time to restore
Lose respect because you spent time and resources
Gain respect because you search for solution on your own
Make story choices
Gain respect because you helped (or not) some fraction
Lose respect because you helped (or not) some fraction
Why bars?
And it can be more and more complicated�For instance, you start a quest and
Finish the quest and get information about constructions to know how to solve problems
Use try-and-error approach
Damage stats of characters, because of your choices
Lose respect because you spent time and resources
Gain respect because you find solution on your own using skills you learned
Make story choices
Gain respect because you damage workers of some fraction
Lose respect because you spend resources of some fraction
Why bars?
Long story short:
Bars connect story and gameplay of fights,�provide complex choices,�give freedom to choose what is interesting for player
Map and story events
Player can choose stories to take part in,�groups to connect with�and workers to work with
Motivation
Current plans
As it was shown gameplay aspects are more or less focused and further design perspectives are seen more clearly. | When gameplay is ready test reputation balance, fights and try different UI |
Programming time approximation was too far from truth. For example, there was an idea to present a demo by the middle of November but it’s still unfinished. In other words, project will move slower than expected. | From now, all features will be presented only when they are already finished. |
We have enough artists, so it’s time to find writers for the game’s lore and story. Some sort of pipeline to join writing and gameplay will be needed. | This search will start when pipeline is created and gameplay has stable shape. |
Thank you for the interest!