My first posts on the site talked about making an adventure game. I said I’d post more when I had details on it, then… nothing. What happened?
I changed my mind about what I wanted to make. I love adventure games, especially games like Myst. The first game I ever worked on was a Myst-style game, and someday I’d still like to make one. Right now, though, I’m more interested in something driven by systems. I decided to make what I most want to play right now: an old-school CRPG.
What do I mean when I say “old-school CRPG?” The easiest way to describe my goals is with examples. Do you remember…
Wizardry VII and Wizardry 8?
Might & Magic IV?
Lands of Lore?
I’m still in the super early stages, but I’ve built an engine using Torque Game Builder that lets you walk around a dungeon (moving square by square, like the games I referenced), including an auto-map. You can trigger enemy encounters, fight the enemies in turn-based battle. There’s also a really simple editor that lets me add walls to my dungeon while I walk around it.
Right now, I’m creating the structure for inventory, and my goal for this week is to have a working, drag-and-drop inventory system that actually affects your damage and defense during battle.
It’s too early for a screen shot, but I’m hoping that talking about the game’s development more publicly will help me stay focused and motivated. It can be really challenging to come home after a full day of work, eat dinner, then essentially start a second day of work. There are some interesting things to discuss along the way, too, both from a development perspective (systems design, art creation) and from a gaming perspective.
For example, in my next post, I’ll talk about Lands of Lore. It was a fantastic game… but looking at it today teaches you a lot about how our gameplay expectations have changed over the last 15 years.