Step 0: What? Where? WHY?

posted in orphu
Published April 17, 2019
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First of all, an introduction:

I'm a software developer who enjoys playing games. All kind of games. I always admired the game design process, and puzzled myself about every aspect of creating a game. In recent years, I've spent a lot of time experimenting with Unity, and after a couple of more complex prototypes, I decided I had everything I needed to create a complete game. Or, to be fair, I challenged myself to create the needed tools to develop a full game of moderate complexity.

With this in mind, I started a new prototype, called "Virgil", to show a demo of how (with a lot of additional time and effort) could be a full game created by these tools.

It will be a turn based RPG, ala 'Divinity: Original Sin'. I always enjoyed designing simple but deep combat systems. Graphics would be 3d, low poly cartoon style, trying to compensate simple custom models and animations with beautiful art style. The core gameplay could be split into two parts: combat and exploration. The combat engine must be able of execute any kind of ability designed down the road. It must provide a suitable AI for different combat scenarios and, as a system, should be "easy to learn, hard to master", as close as Blizzard QA as it reallisticly could be. The exploration part must be simple but powerful, allowing the characters to tell a story with a level of modelling and animation complexity paired to, say, Final Fantasy IX.

Yeah, that's a big hope. So much work in so many diffrent areas. But perfect as a challenge.

Where to start, then? Let's find our simplest approximation on combat.

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