Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: Street Posse Showdown  (Read 3933 times)

FuriousGamer87

  • Bay Watcher
    • View Profile
Street Posse Showdown
« on: October 25, 2015, 03:39:37 pm »





        As it is with every city, crime is unavoidable in Oaksville, but the situation has gotten worse over the recent years. It was bad enough that most of the wealthy residents have left, fleeing for greener and safer pastures. Without the income or taxes from those people, the city cannot afford to maintain the size of the existing police force. Therefore, with great pain, they downsize the cops to less than a quarter of their previous number.

   Without most of the cops, the crimes have increased and the situation on the streets has gotten more chaotic as various groups struggle for dominance. At present, whatever your past and reason is, you have decided to fight back with a group of people dissatisfied with the current situation.  How will you fight? Whom will you let into your posse? And what future will you decide to pursue?

That’s up to you, leader. Welcome to Street Posse Showdown.

Spoiler (click to show/hide)



  • Highly Tactical Battles
    The distance, positioning, class, available techniques and elements of your troops have a huge effect on how well your posse will fare in the battlefield. Be careful in how you move your people as the enemies have zero moral issues in ganging up on them. Buffs and debuffs will play a huge role as they are not simply small percentage increase or decrease, but affect stats majorly.
    Spoiler (click to show/hide)

  • Mission-Based Gameplay
    Instead of fighting just a single battle each time, now your posse has to fight a series of battle in a mission before being allowed to rest and refresh. Your men may have start each mission with a full tank, but will they expend it all in the first battle and go on empty into future battles? Or will they be stingy and conserve their stamina for next battles? Will this cost them in surges? It’s your game so you decide.
    Spoiler (click to show/hide)

  • Large Amount of Forces
    You may start off capable of only bringing 6 of your members into the battlefield, but that number may reach up to 12. So too will the number of people you can bring into each mission increased as the game goes on. Do note that this escalation of force is not only privy to the player, but also to the enemies.
    Spoiler (click to show/hide)

  • Distinctive Elemental Attributes
    Inspired by Pokemon, each character and their attacks have elements. The interaction between these elements will decide how strong will the attack be and how well will the character use the attack. Going with a diverse cast of characters with different elements will help you against most foes than going in with everyone in the same class and element. But, hey, it’s your game and it’s your call.
    Spoiler (click to show/hide)

  • No Permadeath But Enjoy Your Injuries
    There won’t be any permanent death when a character is knocked out on the battlefield. Instead the said character will get an injury which may be permanent or temporary. To get rid of a permanent injury, the character need to have quite a long visit to the St. Thomas Hospital, which charge a hefty price for their services. Will you spend money on your men health or you just ignore it and fight on with your personal army of injured cripples?
    Spoiler (click to show/hide)

  • Replaceable Techniques
    While your members can learn new techniques by leveling, some of the best and most suitable techniques are only available outside of growth. Those are available through either training or items. Be it equipping a gun to shoot bullets or training in a dojo to learn how to deliver an uppercut, everything is available as long as you got the dosh.
    Spoiler (click to show/hide)

  • Knowledge Is Power
    When fighting someone, knowing what he is weak against, what moves does he have and how much punishment can he take before he fold is quite important.  This is represented by a knowledge level of what you know about each of your enemy posse. When you reached a new level of knowledge, you gain more details about the posse and their members. At maximum level, you get even to know the enemy characters’ traits, personalities and quirks.
    Spoiler (click to show/hide)

  • Randomize Recruits
    The people that you can recruit into your posse, with the exception of special NPCs, are randomized in terms of stats, name, gender and characteristics. Who knows, you may be lucky enough to get Bubba, the very friendly ex-prisoner or Sasha, the strong independent woman who need no man.
    Spoiler (click to show/hide)

  • Single Player Story-Driven Campaign
    This game development is focused solely on creating a fun story-based campaign based on the exploits and decisions of your character. Most of content are handcrafted and there will be no grind whatsoever just to pad the gameplay time.


  • Changeable Clothing
    This game character sprites is developed using Spriter character maps. This in turn, allow player to customize the clothing of each of their posse members as much as they wanted, with exception of special NPCs. Never underestimate the joy of dressing up your posse with a theme in mind.
    Spoiler (click to show/hide)

I started developing SRPG after I get tired of whining and complaining about the absence of good SRPG in the market. The western SRPG I found the gameplay element is too lacking and simple while Japanese SRPG is too grindy for my taste. Even so, I enjoyed them but believed that I could do better given a chance. By making a SRPG that have robust gameplay elements while ensuring all battles are handcrafted, without any grind. A game that I and my friends would enjoy playing. And so began my hard journey into the world of gamedev around 3 years back.

I have created many prototypes and many systems before. Some are as simple as the ones I complained about before. Some are simply too hard and require the players to read a 200 page manual before being able to understand the mechanics due to my effort of translating tabletop rules into video game. Despite all that setbacks, I like to believed that I learned, improved and absorbed all that is good in those system.

And so, 3 years have passed and here I am, bringing you a game with a ruleset that is hopefully, simple to understand and yet have a depth for those who want to master it.


Usually it's just me. But I have an audiobro helping me in this project. To ensure my ability to keep him focus on the project, I will go for crowdfunding sometime in the future.  My previous project died after I wait for months for audio from an audiobro who is too busy with upfront paying jobs and too embarrassed to tell me that fact until I confront him about the months of delay.  I do not wish to repeat the same experience.


The demo is finally completed. You can download it below. Enjoy yourself. I am going to work on the assets of the first chapter for the game while awaiting feedback.


« Last Edit: November 08, 2015, 12:16:23 pm by FuriousGamer87 »
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #1 on: October 25, 2015, 03:48:20 pm »

Quote
For now, I am working on classes balancing and creation

A big inspiration I kind of have whenever I consider this is Tactics Ogre: Let us Cling Together. It isn't perfect by any means (not even close) but I like the progression.

---

But as for the game it certainly looks interesting.

It will, however, live and die by its gameplay alone. So I'd have to get my hands on it to really tell anything.

Also Dark Web? Academic? odd choices.
Logged

Sharp

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #2 on: October 25, 2015, 05:17:29 pm »

This seems pretty cool. I am looking forward to trying the demo once it is ready.
Logged

FuriousGamer87

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #3 on: October 26, 2015, 08:51:23 pm »

It will, however, live and die by its gameplay alone. So I'd have to get my hands on it to really tell anything.

This seems pretty cool. I am looking forward to trying the demo once it is ready.

Reasonable. There are a few BGMs and SFXs still needed but the audio is pretty much done. Once the audio is finished, I will release the demo.

Also Dark Web? Academic? odd choices.

The game suppose to be comedic and satirical in nature, so the elements fit the atmosphere I am trying to invoke.

On the side note, I finished a new class and the sprites to represent them.


Fullback
This heavily armored fella finally bring his formidable skills to the streets.
Role: Defender Major, Physical Striker Minor
Logged

quinnr

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #4 on: October 27, 2015, 01:15:09 am »

Post to watch so hard.
Logged
To exist or not exist, that is the query. For whether it is more optimal of the CPU to endure the viruses and spam of outragous fortune, or to something something something.

Sinistar

  • Bay Watcher
  • Absolutely detests Sinibombs
    • View Profile
    • http://dojo.fi/~rancid/loituma__.swf
Re: Street Posse Showdown
« Reply #5 on: October 27, 2015, 01:15:23 pm »

This looks pretty interesting. I wish you all the luck, OP, and I'll try not to forget to play the demo once it's out. For some reason I keep forgetting about games I'm interested in, uh.

Also, good work with the opening post, lost of info and nice pics there.
Logged
Everything is an instrument if you hit it the right way.
Oh they know. Spiders are not stupid. They've just got disproportionally huge balls.

Damiac

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #6 on: October 27, 2015, 01:46:18 pm »

RTMI!PTW!
ACRONYMS!

Keep us updated OP.  I love how it looks so far.
Logged

Sergius

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #7 on: October 27, 2015, 01:46:34 pm »

Looks like a pretty cool game.

Hopefully, you're making in some crossplatform engine or library and later port it to mobiles :)

Posting to watch.
Logged

dennislp3

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #8 on: October 27, 2015, 06:49:56 pm »

Nifty...ptw
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #9 on: October 27, 2015, 07:28:51 pm »

In spite of everyone else's being fine, I still must protest at the fact that this is basically (and blatantly) advertising. New account, images so massive they collapse and create local black holes...

Yes, I dislike advertising in most forms. Don't ask why, it just irks me a lot.

Add in that there is no demo and it is quite assumed that this game will cost money.

Yep.
Logged

Gabeux

  • Bay Watcher
  • Addicted to building stuff.
    • View Profile
Re: Street Posse Showdown
« Reply #10 on: October 27, 2015, 07:34:10 pm »

The guardians of the gates have spoken!
[We all know all advertising threads needs them.]

Will the game be sandboxy and have different factions with different goals, or it will be more linear like liberating one block at a time or something like that?

Also, you should put a "Brazilian Mode" in which the police is more efficient in investigating and dealing with vigilantes than with criminals.
No wait, let's not get too real.
Logged
It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

FuriousGamer87

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #11 on: October 28, 2015, 03:58:24 am »

The guardians of the gates have spoken!
[We all know all advertising threads needs them.]

Will the game be sandboxy and have different factions with different goals, or it will be more linear like liberating one block at a time or something like that?

Also, you should put a "Brazilian Mode" in which the police is more efficient in investigating and dealing with vigilantes than with criminals.
No wait, let's not get too real.

Lol not quite. The game is a single player story campaign which consist pretty much of setpiece encounters and battles. As said in the opening post, I detest grind and I don't believe that the SRPG genre benefit remotely from RNG churning out battles at will. For this game, I am using Ogre Battle (Chaos Frame) style to check for ending path that the player will end up in, instead of decision points ala Mass Effect.

Basically all the decisions that you made/things that you do and don't do throughout the game will be tabulated at a certain point of the game and that amount will decided the path you will end up in. And in those paths are several endings of their own.

There won't be any other mode, due to manpower issue, as there is only so much one person can do.

If you have any more questions, ask away.

On the side note, I yet again finished another class and their sprites.



Technician
Handy to have when your appliances are broken yet again.
Role: Debuffer Major, Defender Minor
« Last Edit: October 28, 2015, 04:00:08 am by FuriousGamer87 »
Logged

Majestic7

  • Bay Watcher
  • Invokes Yog-Soggoth to bend time
    • View Profile
Re: Street Posse Showdown
« Reply #12 on: October 28, 2015, 04:00:38 am »

I suggest renaming "normal" into "street fighter", "punk", "fister" or something, "normal" just sounds...boring when compared to the other power classes or whatever in one of the screenshots.
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #13 on: October 28, 2015, 04:02:14 am »

I suggest renaming "normal" into "street fighter", "punk", "fister" or something, "normal" just sounds...boring when compared to the other power classes or whatever in one of the screenshots.

I get the impression normal is supposed to be "boring". It is what anything not based on outright attacking likely gets.
Logged

FuriousGamer87

  • Bay Watcher
    • View Profile
Re: Street Posse Showdown
« Reply #14 on: October 28, 2015, 04:06:28 am »

I suggest renaming "normal" into "street fighter", "punk", "fister" or something, "normal" just sounds...boring when compared to the other power classes or whatever in one of the screenshots.

Normal is a element represent the square(honest and naive) style of living, hence the sprite representing it.
It kinda supposed to sound boring.  :P
Which is why Dark Web element don't affect them

I get the impression normal is supposed to be "boring". It is what anything not based on outright attacking likely gets.

This guy got it.
Logged
Pages: [1] 2 3