I'm working on a smallish prototype text based game called Arcanus Technica:
Incursus, written in C# using Visual Studio. Basically, you are a mage and have to survive against invaders from a different reality/dimension/plane of existence/universe/the next city over.
The setting in question is called Arcanus Technica (ArcTech, if you want to shorten it) and is being created by myself alongside the game.
I am mostly making this for two main reasons:
First, I am fairly new to C#, so this is a learning exercise in game creation.
Second, I want to develop a good magic system and some background lore to base possible future games on.
The magic system is split into three: Arcane (generic magic system that all mages use), Essence (player specific with it's own rules) and Demonic pacts (player specific with some... interesting mechanics).
BackstoryYou are a mage. You wake up one day to find the city is being invaded. That's it, really.
There will be little in terms of an in game story, most of the "Lore" will come in the descriptions of things in the manuals.
MagicThe main part of the game!
As stated above, magic is split into three distinct systems:
This is your more generic type of magic. Combine magical elements together to create spells. Spells can be created on the fly, which is slower but more adaptable, or can be saved into a spellbook and is quicker but less adaptable. Inspired in part by Magicka.
The arcane manual is the Arcanus Technica, which is what the setting is named after.
A far less generic type of magic. Based loosely on the Thaumcraft mod for Minecraft, which my brother has played a lot. This system relies on enchanted items more than conventional spells.
The essence manual is the Thaumonomicon, after the corresponding item in Thaumcraft. Definitely not the Thaumonomonomonomicon. That would be silly.
If you are feeling particularly desperate or insane, you can enter into a blood pact with a powerful demon. This gives you some powerful short term benefits, but when they run out, you start to discover that there are some drawbacks. The more times you enter into a pact, the more powerful you become in the short term, but the drawbacks become more and more serious.
The demonic pact manual is the Pactus Demonica.
ScreenshotsSome work in progress screenshots:
Title Screen:
Character Creation with Arcane selected:
Character Creation with Essence selected:
World Creation:
Arcane Manual:
Essence Manual:
Pact Manual:
Bestiary:
Topic Viewer:
ChangelogPre-Pre Alpha
0.1 : Added search functionality and categorisation to the Manuals' Topic selector.
This should work in all the manuals, but currently I have only added stuff to the Arcanus Technica.
0.2 : A couple of UI improvements to the New Game screen.
New Game screen split into New Character and New World screens. Pressing "New Game" will first bring the player to the New Character screen, then to the New World screen when the "Continue" button is pressed.
Fixed the Category filter in the manuals.
Topics can now be loaded. Currently only the file for Arcanium exists, selecting any over topic literally returns "error".
Fixed Category typo mentioned in last update.
0.3 : Lots of internal stuff.
Added statistics.
0.4 : More internal stuff.
File inputs partly done.
Materials, magic "elements", magic effects and terrain segments can be read in and have a functional tag system.
More information will be added as development progresses. Please feel free to comment and leave feedback.