Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I would like to see a more tactical and less reflex based combat system, but I'm okay if you stick with the system you have in Dustbowl.
I do have a question. I think I read somewhere way back when I first tried the Dustbowl demo that you've been struggling with the limitations of the engine it's using. I'm curious if you're planning on moving to a new engine and, if so, if you've decided which you'll be using?
Good to hear you like the idea.
Here is a quick tweet/picture just for fun (I have in mind a more 16bit/Amiga-ish design):
https://twitter.com/DustbowlAGS/status/685872944581586944
And a poll on twitter:
https://twitter.com/DustbowlAGS/status/685872454678478849
About combat, I'm not sure what to do.
I guess there are 3 ways:
- keep it and improve it
- turn more arcade (maybe almost realtime)
- turn more tactical (I have something in mind based on fight movements/combos. I think it's original and could be interesting)
Not sure what you guyz would prefer.
Myself, I could be up for something more arcade/realtime.
Left mouse button to attack (different parts of the body) and right to defend with a shield (one of your body part).
About engine, I would keep AGS for that game (and move to Unity later).
Now, I know more about the AGS limitations (and some workarounds), so I could think the game with that in mind.
Also, AGS has improved a bit and is still evolving.
Hope to hear from you soon guyz ;)
Just an idea ;D
Combat and difficulty level are definitely things to improve.
Hobbes is having the biggest (blue) cup of coffee you never seen!
Let's contact the Guinness World Records! :D
Ofc I'm joking, but I'm really looking forward to read you Hobbes coz I know you are an experienced gamer. ;)
So, Black Plague based apocalypse scenario opens up all kinds of interesting horror scenarios, not to mention it also gives you room to play with a lot of mythos that hooks into the kind of body horror that the Black Plague can inflict (so think Lovecraft and the like in this instance).
You've also got a rich seam of crafting in the fact that you can effectively use alchemy as your primary means of attack, defense and utility, and in a lot of cases, solving quests. Alchemy could be an entire system all to itself if time was invested in it with players gathering components and then testing them for properties and working out how to combine them into functional medicines.
During said era, Religion and Cultist behaviour was rife, so there's plenty of options to explore things like factions who want to purge the unclean and burn anyone bearing anything even approximating plague-like signs and then at the opposite end, Cultists who worship the plague as some kind of great cleansing, washing away the impurities of the flesh (this isn't too far removed from what happened in reality either).
In terms of the worldbuilding, I'd be more interested in seeing this one staged around say, a city or a few towns, so the game feels very intimate, perhaps the player has to ferry medicines between key locations and gets wrapped up in the machinations of the politics of the region, or if it's a single city with lots of explorable locations, gets embroiled in the plots of that given city. That city then could have a -ton- of depth with lots of nooks and crannies with lots of lore stuffed into it, with a lot of grime and squalor depicting just how horrible the plague has become, and how badly it has hit some of the poorer areas.
In terms of combat - more tactical, easily. I'd do away with the reaction test in favour of a more Fallout 2 style "to hit" chance with players having the ability to aim at body parts, trading a reduced chance for the ability to apply debuffs to the opponent (so hitting the arms reduces damage output, hitting the head reduces accuracy, etc). Give more options for risk/reward, and let the player decide how much chance they want to take, with equipment factoring in on just how risky it might be.
If it were to be in a single city, one other final consideration is that the player might have a townhouse of their own, where they manage their alchemy, and between quests pick up flavour stuff like mail, and update their equipment and the like. Over time this townhouse can be personalised and improved, giving the player a little bit of ownership in the game on top of customising their player.
That's just quick thoughts off the top of my head.
I guess our ideas are close.
Alchemy is a very good idea, I didn't think about it.
In fact, I would like to avoid fantasy, but as alchemy is "real", I guess I can include it in a way.
Still, I think the game should be playable without using it (or only small stuffs like the plants used in the mask, and it's not really alchemy).
A bit like the common rpg: you can play like a "magician" but also like a "warrior" or a "thief".
Btw, I'm thinking about proposing often 3 ways to succeed in a quest: violence / smart (puzzle) / social (reputation / help / money).
Faction is definetely something I wanna add.
And depending of your "alignment", you can deal or not with some factions.
Those factions could be as you said Religion and Cultist.
But also "army"/"authorities" and "organized bandits".
World building: i'm thinking about cross Europe but not sure.
Could be from North to South (south is the origin).
Combat: ofc I'm up for more depth but I want to keep it fast paced.
In fact, even if I have several ideas, combat is my biggest question.
Townhouse: I like the idea but it's secondary imo.
I want to keep real medieval age (even if something else is tempting): so Europe around 1350.
I like the "notes" idea: ppl who don't care can just don't read them.
"Show how the black death really affected everyones lives.": this!
"the factions are fighting and they're willing to kill everyone inculding themselves just to "win".": this again hehe!
"Condition":
You'll have to take care of your airtight "suit" and be sure to get enough fresh plants for your nose/mask.
We could also imagine to strengthen the suit with some metal plates on some parts (protection during fight).
Burn corpse is interesting but I wonder if it should be a malus if you don't.
This allows you to remain entirely consistent within the theme of the game, but at the same time add a ton of variety, you can then add places where herbs grow within the city, and preferred places to gather specific herbs as well as places to develop those much needed medicines and cures that various factions might demand of you, or more underhandedly - poisons and toxins that may alter the balance of power in the city.
Think of the alchemy perhaps as a backstory, something that is the background beat, and then the player has their own ways of solving various challenges and quests as they arise. It would be a good way to tie together an ongoing crafting system and a way to say, modify weapons with various status effects as well as improve armour and the like, which would add a layer of depth to the game, and perhaps allow for players to make some significant personalisation choices.