![]() So if you're talking about a new game why not start with a framework that allows for actual depth instead of doing the equivalent of planting your bumper in a ditch straight off?Īs for the trite old hours count argument, so you're counting on some autist that will effortlessly make a far better (but still narrow) game than you will and obsess over his own work and not yours? This is again fail design, if you're a developer you should not be effortlessly outclassed by some fucker editing text documents. Doing much of anything requires scrapping the entire formula and starting again with something that is open ended enough that it allows for actual depth. You can make enemies or skills or whatever do more damage or less damage or have some additional effect and so on but a developer and a modder are in about the same place concerning adding depth and new mechanics and so on. No, I'm not trolling and it really is confining. Thanks for reading, and lmk if you are interested or have any questions. The "raiders" could be seafaring viking types, fighting in a religious conflict like crusaders, or some of both. ![]() The exact setting is not yet decided, it could be realistic medieval, high fantasy medieval with demihumans and magical creatures and some level of magic, steampunk, etc. Weapon and armor choices for each character will be significant strategic decisions, based on battle formation and also the strengths and weaknesses of the party comp/individual characters. Although, there will be some level of variety in approach, the player could have a more heavily armored team that slogs through tougher fights, or a lightly armored quick characters for a fast team that relies more on the element of surprise. So speed and smart stamina management is encouraged. The player's group can rest when needed, but that will allow the enemies to ready their defenses or get reinforcements. So individual battles are not the only threat, but also tiring from waves of enemies. However if the player makes a tactical error or puts a character in a situation where they are outmatched, characters could still be wounded even at full stamina. So gameplay wise, stamina behaves sort of like the regenerating shield in halo. However they will be able to dodge or deflect most attacks until they run out of "stamina", at which point they become sluggish and easier to kill. However, most characters will still be in melee combat, as often the party will be fighting off enemies from both sides (just less often from the rear).Ĭharacters, both friendly and enemy, will be able to die or be severely injured in one hit, and no magical healing available. Changing group formation and individual character positions will be an essential part of strategy for all party compositions. The player will control a party of 6 characters. These missions would often be populated areas like towns and forts, but also could be caves, forests, and other settings. Theme: the player controls a party of raiders that go on missions, getting loot, building up reputation and experience, etc. Like said in the title, the game is inspired by Darkest Dungeon, but aspiring for deeper and more varied combat/campaign mechanics. I am only going over some of mechanics in this post, with focus on combat rather than campaign, as combat is the core of the game (even if the campaign/base building will be decently involved). I'm just going to mostly copy paste the summary I posted on gamedev dot net classifieds. Figured I'd post about it here, if anyone is interested in following or perhaps collaborating in some regard (coders and artists would be most needed).
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