Well, hello again everyone.
I have a couple of announcements about the game and where things are going. One isn’t very good, but the other I’m very happy with.
Firstly… this probably goes without saying, but I don’t have anything I’m ready to submit to the Intel competition. I’m disappointed about this because I was very firm with myself on using that as a deadline. I have been spending nearly every waking hour I have when not at work working on this game, and its disappointing to have missed the first significant milestone I set for myself. That said, it’s not the end of the world, and I have no interest in getting myself depressed over it. The process goes on!
My second announcement, which I hinted at in my last Dev Journal, is that I’ve decided on a major redesign of the game as a whole. I’m keeping the tactical combat aspects of the game, but that’s about it. From here on out, I’m planning to create a big huge open world playground for players. The world will start the game untouched and will evolve along with the player. Here are some key points of my new design:
- Players will start the game with next to nothing and will need to build everything they need, from tools and weapons, to buildings and roads.
- Characters will have professions in which they advance. Each profession will provide some capacity to change the world.
- Players will be able to explore the world, find dungeons and loot, and shape it as they see fit.
- Other villages and even civilizations will spring up. The player may choose to coexist peacefully, or make war.
- Players will be able to follow a non-linear exploration based narrative. Who are you? What is this world? How did you get here?
I’ve decided to make these changes because it seems like a unique spin on the traditional RPG style of gameplay. What I had been making was, at its core, a clone of many many other games I’ve played myself over the years. I feel that this departure more accurately represents me and my desire to create something new and different.