Interest Poll
Posted: Sat May 22, 2010 10:52 am
The Proposal:
How interested would you be in a text based (IE no graphics) RPG with a TF theme with a large about of humor and randomness (For replayability) but not much structure (IE a plot, setting and characters) provided in the form of a .exe file (Because it would be written in C)?
Why a poll:
I could have a lot of fun making the game, but it would be a lot of work so I don't think I would have the commitment to see it through to completion without some enthusiasm/encouragement from others.
More about the game:
There would be many "forms" which would be like classes in a more traditional RPG. Each form can change to a few other forms, like how in final fantasy a squire might change into a knight. However, unlike most games with class systems, you don't get progress from weakest class to strongest class. Some forms are better than others, and there's a lot of backtracking. The two forms you can start with are "ordinary boy" and "ordinary girl". Also, while you have some control over how you change forms, you don't have complete control.
Here are some examples of form progression with the forms I have so far:
Ordinary Girl->Ordinary Boy->Bishounen->Romantic Foil->Infant->Ordinary Girl->Ordinary Boy->Infant->Super Toddler->Damsel
Each TF has a description of the change which has some random elements so that is a little different each time. Making these as flavorful as possible while keeping them coherent will be the greatest challenge of making the game for me, and where a lot of the work will be.
Your character will have a set of base stats which will increase upon level up and when every time you get a TF. When you level up your form determines your stat growth. Also, each form multiplies your base stats by a certain value to determine your current stats. For instance being TFd to an infant would lower your base intelligence and being TFd into a swordsman would raise your base strength. The infant form has very bad base stat multipliers so while in it your character is quite weak, however the values for base stat growth are above average so after you gain a few levels and change forms you lose the crummy stat multipliers a baby has and gain the better ones of a different form so you gain a good chunk of power from your time as an infant.
Anyways I haven't even started coding yet, all I have is a bunch of ideas in my head and several of them on paper (Object definitions, algorithms, lists of things etc etc) so I'd better stop talking and start coding ;p.
The first step is to get the framework set up, and that's a hefty task. But when it's done the game would be playable in theory but would lack all the dialogue content necessary for the user. I doubt I will complete this step.
The second step is to add all the flavor to the framework. This means all the forms, TF descriptions etcetera. The amount of time put into this step determines how many options there are, but more can always be added. A certain minimum would be needed to make the game enjoyable.
The third step is to make the game actually work. Because any programmer knows it never works the first time. Go-go debugging!
The fourth step a period of growth where more flavor options are added. It continues indefinitely.
The fifth step is to take the most useful portions of the game and use them to make a second, better game. Maybe even with graphics! But since I doubt I'll get past step one I wouldn't anticipate step five too much ;p.
How interested would you be in a text based (IE no graphics) RPG with a TF theme with a large about of humor and randomness (For replayability) but not much structure (IE a plot, setting and characters) provided in the form of a .exe file (Because it would be written in C)?
Why a poll:
I could have a lot of fun making the game, but it would be a lot of work so I don't think I would have the commitment to see it through to completion without some enthusiasm/encouragement from others.
More about the game:
There would be many "forms" which would be like classes in a more traditional RPG. Each form can change to a few other forms, like how in final fantasy a squire might change into a knight. However, unlike most games with class systems, you don't get progress from weakest class to strongest class. Some forms are better than others, and there's a lot of backtracking. The two forms you can start with are "ordinary boy" and "ordinary girl". Also, while you have some control over how you change forms, you don't have complete control.
Here are some examples of form progression with the forms I have so far:
Ordinary Girl->Ordinary Boy->Bishounen->Romantic Foil->Infant->Ordinary Girl->Ordinary Boy->Infant->Super Toddler->Damsel
Each TF has a description of the change which has some random elements so that is a little different each time. Making these as flavorful as possible while keeping them coherent will be the greatest challenge of making the game for me, and where a lot of the work will be.
Your character will have a set of base stats which will increase upon level up and when every time you get a TF. When you level up your form determines your stat growth. Also, each form multiplies your base stats by a certain value to determine your current stats. For instance being TFd to an infant would lower your base intelligence and being TFd into a swordsman would raise your base strength. The infant form has very bad base stat multipliers so while in it your character is quite weak, however the values for base stat growth are above average so after you gain a few levels and change forms you lose the crummy stat multipliers a baby has and gain the better ones of a different form so you gain a good chunk of power from your time as an infant.
Anyways I haven't even started coding yet, all I have is a bunch of ideas in my head and several of them on paper (Object definitions, algorithms, lists of things etc etc) so I'd better stop talking and start coding ;p.
The first step is to get the framework set up, and that's a hefty task. But when it's done the game would be playable in theory but would lack all the dialogue content necessary for the user. I doubt I will complete this step.
The second step is to add all the flavor to the framework. This means all the forms, TF descriptions etcetera. The amount of time put into this step determines how many options there are, but more can always be added. A certain minimum would be needed to make the game enjoyable.
The third step is to make the game actually work. Because any programmer knows it never works the first time. Go-go debugging!
The fourth step a period of growth where more flavor options are added. It continues indefinitely.
The fifth step is to take the most useful portions of the game and use them to make a second, better game. Maybe even with graphics! But since I doubt I'll get past step one I wouldn't anticipate step five too much ;p.