Paul Fitzpatrick
My day 1 plan for third year
My favourite gaming genre is Roleplaying games. specifically
I enjoy games with levelling up systems using numbers for character
progression. I enjoy everything that includes this mechanic and all kinds of numbers/integers (some examples being
“Level, Experience, Money, Health, Mana, Ammo, Attack, Defense, Speed,
Equipment slots such as head and legs, the weight of that equipment, the
quality and power of that equipment, your characters skills/qualifications and
training them”).
I could go on about lots of number I like to progressing
higher some more than others.
I think it’s the idea of training your character I like the
most especially training their fundamentals that can be practiced in everyday
situations.
3d fps’ like “Fallout & Bioshock”, third person MMO’s
like “World of Warcraft & RuneScape”, multiplayer online team based games
like “League of Legends”, to NES/SNES classics like “final fantasy & Super
Mario RPG”. Are all very different games
I enjoy.
I really want to get experience
working in this genre but for it I may have to sacrifice some level of
originality, of course I plan to add plenty of my own twists game mechanics and
theme wise. But I am usually used thinking more out of the box with my ideas so
most people could notice the unique twist from a one sentence description, a
borrowed example being “instead of being able to jump you just always fall and
the jump button just flips the screen upside down”.
I would want to make a NES/SNES
classic RPG but even for 1 person it seems like a lot of work so I was thinking
of cutting the 2 main aspects of an RPG in half and working on one of those
aspects.
I was wondering if you would
recommend one of these 2 projects after reading each description or at least
what’s highlighted in red.
For simplicity’s sake I will use the original Pokémon games
and cut one of them into 2 games.
Game 1 – RPG Combat System
The turn based combat system of Pokémon lets the player
select an option from a series of menus once per turn (for example this turn
the player might want to select Fight followed by Water Gun this turn) and
without going into too much detail it’s essentially a really complex game of
rock paper scissors.
I could make a combat system like this as a project where my
primary focus would be getting the options I can choose from a menu to interact
with my opponent and my opponents options to interact with me (game could be 1
or 2 player, 2 player is possibly better for time constraints so I don’t have
to make an automated response).
If you are going to release these games for sale you would have to balance the
numbers so that a certain strategy, move or combination wouldn’t be
overpowered, but since this is my first shot the main importance is getting
these options to display a result or show the user feedback for what they have
done before I think about balancing.
If I were to do this I would make a barebones Overworld that
is basically just a still image with options to select from a menu that should
lead to combat and possibly some other things that can be added after the
combat system has been sorted such as a shop, tavern to rest and heal your
character & equipment screen.
(Choice in both the combat system and town could be made
from click or the arrow keys backspace and enter.)
Example from “Reccetear an item shop’s tale”
Long story short it’s a somewhat
complex RPG combat system with a very basic overworld.
Game 2 - Overworld adventure game.
Pokémon is basically just Zelda with a different and more
complex combat system.
Let’s compare Game 2 to Zelda with its hack and slash combat
system instead.
Example from “The Legend of Zelda”
If enemies have 3 health it will take 3 swings of your sword
(which will swing 1 or 2 grids in front of your character) to destroy that
enemy.
Be careful to dodge enemy attacks so you don’t deplete your
own health and die.
There’s not much to say here, Zelda is a game with very
simple tools but with such detailed and expansive level design using
implementation of those tools. And the sprite and background design is very
good.
Long story short it’s a somewhat
complex RPG overworld with a very basic combat system.
PROS & CONS of
each
Game 1
·
Great combat system and use of variables weak
Overworld and Level Design.
·
Very good for displaying
programming skills and interactions between stats and numbers.
·
The AI might be hard to make a correct strategic
decision.
·
If it’s just a beta test for the early levels
the combat shouldn’t be so complex for it to choose the right decision however.
·
I don’t have to bother making AI if I make it
multiplayer.
·
A lot of time spent
programming to get it to work.
Game 2
·
Great Overworld and Level design/Sprites but
simplistic combat system.
·
Very good for displaying
design skills.
·
The AI is easier to develop for a single player
game.
·
Is limited to single player.
·
These games are fun to
develop because less time is spent on programming objects and more time is
spent using your objects in interesting ways to design levels, basically like
playing around with a level editor in one of your favourite games, except that
you made the tools on the editor and can add more. (For example a wall
can be used on almost every screen of a game with some tweaks to the sprite for
the theme of the area, it’s pretty quick to make a single screen in this type
of game once you have the tools and can easily make more).
The enemy design for both games could be quite complex
·
For game 1 it would be based on a strategic choice
of option for the turn based on the strength of your character and weakness of
your opponent.
·
For game 2 it would be more timing based, about
the speed of your opponent and what types of attacks they have compared to
yours like fast melee vs. slow ranged you could dodge the projectiles and rush
the enemy because their mobility is weak.