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PostPosted: Sat Jan 12, 2013 4:21 am 
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Joined: Fri Nov 02, 2012 8:41 am
Posts: 182
Projects: Red eyes in the darkness
Hi
As I'm in sort of a waiting mode for my current project, I'm currently in the process to gather a few ideas for my next project.
Thus I'm thinking of a few new ideas and one idea that crossed my mind I'm not sure of how popular that type of game would be (there were a few decade old games with similar ideas but I'm not sure how well liked by the community they were).
So with other words, I'm asking you all to "vote" thus tell what you think of such an idea and how you like such ideas.

The idea:
The game is split into two parts.
The first part of the game is a true VN/RPG mix.
The second part after the player coming into power over a kingdom or dungeon the game becomes a mix between VN/RPG/strategy game.

So the 1st part is pretty std so I'll go into detail about the second part:
It is sort of a round based game. Each travel the player does and also some VN actions / decisions take time and thus consume 1 or more rounds.
The player can freely switch into the strategy part whenever he wants to. In the strategy part he can buy
new locations where he can buildup "bases". A location is for example a dungeon (cave, underground network,...), a castle
or a manson or a village.
In each location he can build up rooms and buy creatures (and train them) and traps for them. And also research technologies / spells.
The NPC do the same (thus an AI would have to be implemented).
Then he has several options:
[*]Travel to the built up bases and talk with the NPCs there or buy goods,... (thus RPG/VN part links directly into strategy part)
[*]Attack bases made by others (this is done as normal RPG part)
[*]Add some of the creatures he bought into his party (or remove them and let them be in the location again).
[*]Locations can be attacked by the NPC (the player gets a report about damage,...).
If the attack fails he automatically gets the loot of the attackers. And can capture some of them
(for interrogation, or even for ransom or for converting them to his own troops).

Thus the player wants to goad the AI into attacking his locations by putting gold into the "tresor" of the location and putting traps and creatures tehre that stop the AI controlled attacks.


So like I said my question here is how that idea sounds and what you all think if it could be popular or not.
If more info is needed let me know here or via pm.
(as a note: There had been a browsergame like this although without the VN part. It was strategy and you could invade
others dungeons [without a party though only you yourself]. Also for the strategy part think a bit into the direction of dungeon keeper there).

------------------------------------------------------------------------------------------------------------------

Btw if this is the wrong part of the forums can someone please move it? I'm not sure if it's correct here but this was the only forum that I thought would be right as it's no concrete game idea more but of a survey.


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PostPosted: Sat Jan 12, 2013 5:42 am 
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Joined: Thu Nov 29, 2012 11:28 am
Posts: 86
Location: Indonesia
Projects: The Story of X
Organization: Vocamania
there are somepopular games using that type of thing, so I don't see why not.

_________________
[[The X Story]]
Discover the hidden truth within-- but be reminded that more often than not, curiosity kills the cat.
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PostPosted: Sat Jan 12, 2013 9:12 am 
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Joined: Tue Aug 26, 2003 4:37 am
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Completed: Cute Knight, Fatal Hearts, Date Warp, Magical Diary, Long Live The Queen, The Royal Trap
Projects: Black Closet
Organization: Hanako Games
Quote:
I'm asking you all to "vote" thus tell what you think of such an idea and how you like such ideas


No matter what your idea is, some people will like it and some people will hate it. The number of people you can get to respond to any vote is only a tiny unrepresentative fraction of the number of possible players out there. The actual success of your game will depend mostly on the QUALITY of your final output, and the PRESENTATION and marketing of your final output.

'Should I make this or not' polls are meaningless. Make the game if it's the game you want to make and you think you can make it well.

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PostPosted: Sat Jan 12, 2013 9:17 am 
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Joined: Wed Sep 29, 2004 1:38 pm
Posts: 1495
If you *want* to create a strategy/sim/RPG hybrid game, go for it. If you have the time, resources, and dedication needed to create a lengthy or complex game, go for it. Find a useful game engine or software program, and then start programming.


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PostPosted: Sat Jan 12, 2013 10:07 am 
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Joined: Fri Nov 02, 2012 8:41 am
Posts: 182
Projects: Red eyes in the darkness
Tnx for the replies there.

I know that it isn't statistically relevant if I ask on a single forum (had statistics at college long enough).
I only have the problem that I tend to overshoot things (thus I want to create things that are too complicated,... for everyone else :) )
Thats why I created the thread to see IF there is anyone that goes for such an idea or if I overshoot things again when I go for it .)

With the reply that it is posssible that ppl can be interested in such a game I'll put it next on my list (after the current project is finished....although as I'm
currently in waiting mode I already can begin planing it out^^)

Quote:
If you *want* to create a strategy/sim/RPG hybrid game, go for it. If you have the time, resources, and dedication needed to create a lengthy or complex game, go for it. Find a useful game engine or software program, and then start programming.

I'll very probably use renpy for the hybrid version.
The strategy part itself I already have plans for as doing as a browser game (either PHP or .NET based). But while planing the strategy game I had the idea
about the hybrid game and thought if it is only myself that find something like this enticing or not.

(before this post I only knew of 1 japanese hybrid game in that direction.......for the strategy part there are quite a few games like dungeon keeper and a few newer browser games that are just like dungeon keeper...but then again I also have the go through the enemies dungeons yourself part which sets that idea apart from them).

Tnx again.


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PostPosted: Sat Jan 12, 2013 10:43 am 
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Joined: Mon Dec 31, 2012 8:21 am
Posts: 20
Sounds like a good idea. I would skip part 1 though, it seems unnecessary to me. Cut to the chase. Nobody wants to read walls of text if they just want to command armies :lol:

The attraction of the game is like being a ruler in older times when the ruler didn't have an overview of the battlefield (unlike most strategy games). The ruler relies on information of generals, governors and spies in order to plan and give proper orders with limited resources. The ruler might have advisors. Getting to know all these people is paramount to success (and a good thing to implement with a VN). A certain general might be good at fighting in the woods but fails at taking cities, for example. The information might not always be reliable, depending on the source.

Sun Tzu's "Art of War" might give you a framework to base your game on. An online version is available here (I've skipped ahead to page 25, the previous pages are introduction stuff).


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PostPosted: Sat Jan 12, 2013 11:07 am 
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Joined: Fri Nov 02, 2012 8:41 am
Posts: 182
Projects: Red eyes in the darkness
Paul Mesken wrote:
Sounds like a good idea. I would skip part 1 though, it seems unnecessary to me. Cut to the chase. Nobody wants to read walls of text if they just want to command armies :lol:

The attraction of the game is like being a ruler in older times when the ruler didn't have an overview of the battlefield (unlike most strategy games). The ruler relies on information of generals, governors and spies in order to plan and give proper orders with limited resources. The ruler might have advisors. Getting to know all these people is paramount to success (and a good thing to implement with a VN). A certain general might be good at fighting in the woods but fails at taking cities, for example. The information might not always be reliable, depending on the source.

Sun Tzu's "Art of War" might give you a framework to base your game on. An online version is available here (I've skipped ahead to page 25, the previous pages are introduction stuff).

The idea woud be that part 1 could be jumped over (couple questions will have to be answered so that it can be calced how part 1 would have gone). Thus one can begin with the full part or start with rpg only.


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