This is a project I've been brewing for quite some time now, and this is my 4th attempt at it. It seems I finally got the right formula!
The project itself is very complex and it is already in the move. The editor will let anyone modify the core functionality of the game by using just the mouse (and possibility the keyboard to type names and descriptions), no coding necessary. I'm creating the editor in which will allow anyone to fully configure or change the whole game. From the editor we can:
- Define main attributes (Done)
- Define related attributes (which are connected to primary ones) (done)
- Define skills and skilltrees (80% done)
- Define materials from which items are made off (Done)
- Define item models (from which items will be dynamically generated in the game)
- Define item passive and active actions (attack, cast spell, increase attributes) (90% done)
- Define item sockets (done)
- Define item families (axed, sword, bow, book, potion, ammo, armor, clothe, acessory etc...) (Done)
- Define item qualities (decayed, broken, flawed, crude, ordinary, balanced, fine, superior, exquisite etc...) (done)
- Define places (models for cities, dungeons, lairs, caves, villages and others scenarios)
- Define quests
- Define dialogs for characters
- Define character races, personalities and mood types
- Define dynamic text in which words will be randomly used from a huge bank of synonyms and other predefined phrases and conditions.
- Define creature models including body parts, internal organs, loot etc...
- Define Historical events (famous characters, places, and other events of interest)
- Defining world settings for world generation (average temperature, humidity, precipitation etc...)
- Defining world seasons, months, times of day etc. Each one with their own attributes and modifiers
The list is not complete because some of these steps still require my attention and will be further subdivided. Now, I have a major problem, I would like to increase the rate at which the game is being developed, but for this I need help. I don't need coders but people with ideas towards game play, formula assistance on how to keep track of variables and how variables should interfere. I also need researchers to help me out understanding how metals, rock and other crafting should proceed in medieval era.
Most things are open for discussion and I'm a very flexible guy as far ideas are concerned. So if there is a feature you've always wished for and that never ended being implemented in a game, well I think this is your chance.
I've lost the count of how many times I tried to recruit people for this project, which people seem to love once I get into details but unfortunately people end up doing nothing because either they are too busy or are not really committed to such task.
If you have spare time and would love to be part of some major production with some fool that no one knew nothing about, do feel free to post or add me at skype:
efiletahi-aI've been brewing this little sucker for 7 years now, with many pauses, redesigns and long periods of negligence due to not having someone to whom I could share my vision and thoughts. I can say that my wife has helped me with race design, but she does not share my enthusiasm...
Thank you for reading this and I really hope this shows interest to someone.
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Bellow is the link to some screenshots showing the result of the world generation function as well as the editor itself which is bringing the project to life.
https://www.dropbox.com/s/ryuei1b5gf3dw1z/Screenies.zipPlease, the map generation screen is part of a previous version which I discarded, pay only attention to the world map presented in it.
NOTE: The editor is for developing purposes only! It is NOT what the player will download in order to play the game, but what I and those interested in the project will use in order to produce the game! The editor is just MY OWN tool to develop the massive roguelike game I have just described. [EDIT]
So basically the editor offers the flexibility to anyone change the game at any time. Those that will work with me will be able to add skills and attributes without requiring my coding skills to do so. They will be able to include those features they always wished for and if the editor doesn't have a place for them I can make that happen (if they are relevent). I'm focusing on offering tremendous choice and possibilities for each time the player used the game. Each world generated will breed his own creatures, items quests, and historic figures. I'm pretty curious to see it in action!