Hello everyone!
Noob here (and I mean NOOB), with my first game idea actually starting to manifest in the physical world. I've always loved playing games of all types, but never really considered designing one with any seriousness. But it seems I've got the bug.
The idea came from playing the D&D board incarnations, in which you place dungeon tiles to create the board. At first I was super excited about them. But it didn't quite hit the spot for me. I wanted the character creation/progression of the D&D experience without the rather laborious preparation and need for a DM.
So now I'm making the dungeon game I want to play - and hopefully at least one other person somewhere will want to play as well since it's 2-4 players. :)
Right now it's in pre-pre-pre-pre alpha (possibly a few more pre's). Drawing tiles, cutting them out, seeing how the placement works. So far...it doesn't.
But I have ideas for solutions.
What do you guys think? A dungeon crawler rpg with randomly-placed board, combined with random encounters and customizable characters. Oh, and it's on hex tiles. And probably will have some type of card deck mechanic as well - I haven't quite fleshed that part out yet. Focusing on the tile mechanics right now.
Maybe my favorite thing about this is that I'm hand-drawing everything to keep the tabletop feel. The art isn't going to be very polished, but I really love the graph paper dungeon aesthetic.
Do you think it sounds too complicated? It doesn't to me, because I'm a fan of those long, kind of convoluted games. But...maybe not everyone is. Maybe it won't come out a total mess, but I've got a million ideas running in every direction so there's a likelihood that I'll go overboard at some point and have to slice a lot out.
Once I'm to prototype stage, I'm going to use The Game Crafter to get the first real-life play test copy. Lord knows how long it will take me to reach that point.
I've got a dev diary of sorts going on at my blog if anyone's interested. www.blgarver.com
I'm certainly open to any input or insights that will help me make the game I want, and make it actually playable for others. I've only been actively working on this thing for about 3 days, so I'm in no way experienced. Sage advice is greatly welcomed.
Thanks!
BLG
Well, thank you! Nice to see that sort of enthusiasm. I appreciate it, really.
I've kicked around the character creation just a little in my head, but haven't actually done much development. Several possibilities have come up, but none have really slapped me in the face with awesomeness. I would love to have a classless system (because Elder Scrolls), based on skill points that you spend into different attributes/abilities/skills, which would be modified by your race selection. I like the idea, but at this point have no clue how it would function in game play - but I will certainly test it.
Another possibility is to do deck-based classes combined with a race choice. For instance, I might choose the race ogre, which gives me some sort of racial modifiers, and then take the Ranger deck. I would then be an Ogre Ranger. With this idea, the decks would be composed of common cards with actions/abilities/items that apply to all classes, plus a number of class-specific cards. Say it's a 60 card deck. Maybe there would be 40 common cards and 20 Ranger cards. Something like that.
I also really love modular equipment. As I was play testing some tiles last night, I had the idea to use a hex as the character card as well, and use five of the edges and the center for equipment slots (helmet, torso, right and left hand, legs, boots). I have been in love with equipment slots since the first time I played Diablo. Regardless with what I come up with for the character creation part, I will probably use this hex idea for the equipment slot representation.
This toolset is some time out. I want to get the tile mechanics smoothed out first - they are pretty simple, so hopefully I'll have it ironed out in a week or so, then I can start really devoting some energy to the character engine.