Saturday, July 7, 2018

Game 11 - Post Mortem - WRPG

My Game 11 is "Western RPG".  If you want to join in either with the same Genre or your own, use the tag 12Games12Weeks on Twitter and/or itch.io, I would love to see what you create in this time also!

MVP 

I believe that the MVP for an Western RPG game would be to to take the Action Adventure and add some ability systems, and leveling.  World setting/character appearance customization/quest givers, while a big part of the Genre, are going to be skipped for the MVP at this time.

Results

Took ~10 hours of work to complete, 5 of which was staring at paper/computer and trying to figure out what exactly to make - what parts of the massive range of ideas that a WRPG could be to make. I started with the Action Adventure project, added abilities, leveling/etc and ability based challenges.  You can find the game here: https://adroitconceptions.itch.io/12games12weeks-11-wrpg


What When Right?

  • Starting with the Action Adventure base project made building the project easy (once I got over the hump of what to actually make).

What Lesson(s) Did I learn?

  • WRPG is a very broad term really covering multiple genre/game types.  As there are WRPGs that some WRPG fans would like and others wouldn't like... but both are in the genre WRPG.
  • Character customization is challenging... Especially if you want it to be relevant to game play as the more game play relevant customization, the more "unused" content that has to be created.
  • I think this is a place were I would be interested in seeing how systemic game-play + proc gen could be integrated to dynamically create worlds that are interesting for different characters.  However, I am also of the belief that good proc gen is actually harder then hand crafted ad you have to define "good" x in a programmatic way which goes beyond a 'feeling'

What did I take away?

  • A WRPG is likely above the the current curve for a single dev.  At least if you are going to go supper far with the choices.  The amount of work to play time seems to go way up with the amount of choices.
  • Game could really use a lock-on system to help in combat... and a camera aim ability for the projectiles.

Milestones/Workflow/Tool Usage

  • Copy Action Adventure project to new folder
  • Create Air Master Ability
  • Create Flame Master Ability
  • Create Melee Master Ability
  • Create XP/Level system
  • Create add level up menu to pause menu
  • Add XP/level up info to game menu
  • Rebuild level to provide challenge that can be overcome by each ability
  • Work out a Flip camera X/Y menu/code system (from feedback on prior game( 

What would I do if I was to work further on this (Expanded from an MVP to a full game)?

  • better art
  • more enemies
  • more/better FXs (both visual and audio)
  • more quests/areas
  • NPCs to interact with
  • More attack choices (was limited by the animations I had available)
  • More movement choices
  • A few abilities to pickup/learn
  • More quests
  • A full ability tree
  • Gear

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