There's been an interesting conflux of events in my life that make it a great opportunity to try my hand at a simple coding project. I'm posting this in Other Games cause I feel like it'll get more visibility and good suggestions than creative projects.
- My grandma died which has been very hard, but since my full time job outside college was taking care of her, I'm suddenly in need of a hobby to fill this strange, empty house.
- I changed my major last semester to technical writing, which makes coding knowledge and experience useful
- My disappointment with Metal Gear Rising has sent me on an odyssey through various almost-perfect-but-not-quite swordsmanship games, giving me lots of ideas for what a game like this should have
Right now I have basically nothing, just some ideas in my head and a lot of inspirational materials. It's late so I won't do any serious writing on the mechanics ideas yet, I'll throw some ideas out, let them stew overnight and talk again tomorrow.
The basic idea right now is a simple board game style combat system where you choose position, attack or block angle, etc. and the game determines what happens based on what the other person does, their position relative to you, size of swords, character speed, etc. So you might choose to swing from top-left to bottom-right (i'm imagining a 3x3 grid) while the enemy swings bottom-left to top-right, and thus your attacks collide and nothing happens. Or maybe he goes for a different move entirely but you're faster so it gets through. Depending on your relative position and the length of your sword you might graze him or you might bite deep. A stat gives you a chance each turn to predict your opponent's moves, or maybe you guess each turn and the stat determines accuracy. Maybe a reflex stat gives you a chance to correct a dangerous mistake and parry an attack you otherwise would've let through. This is disorganized because I'm jotting down ideas stream-of-consciousness. I'll better organize things tomorrow.
In proper Dorf form, lethality is high. You bleed readily, damage reduces your stats or disables parts of you, maybe your sword can break, and a good shot to the torso or head is probably curtains for you. I don't want to just make it a samurai game, western fencing is cool too, but the razor-edge lethality of classic samurai combat (Think
Kyuzo's duel in Seven Samurai) is definitely an inspiration, where a fight could go on for ten minutes or it could be over in an instant.
If the combat system turns out fun and successful I might expand the game into a bigger kind of thing, with different schools that teach various styles (represented by the strength of various moves, better or lower stats, maybe "feats" that give special opportunities, this all comes after the base game though), tournaments, persistent NPCs, etc.
I have a little experience in Python, which would probably be the best language to use, but I'm willing to study anything and I have the free time to now.
Basically what I'm looking for right now, and hte reason I posted this, is inspirational materials. Over the past week or so I've been playing Metal Gear Rising (that dismemberment, everything else is pretty boring aside from Jetstream Sam), Kengo 1 and 2 (Think bushido blade with an attempt at persistence and an open storyline that tantalizes but doesn't satisfy. Also adjustable stances and forms), the Jedi Knight series (what intrigues me about this one is the absence of blocking. You block by making contact, which is an interesting way of doing things), and I have the Legend of the Five Rings RPG which has a very neat dueling system I'm gonna read more into.
What other kinds of things should I look at? Any board games, card games, video games, or RPGs that simulate detailed, tactical swordfighting in an interesting way? Things I might be able to crib inspiration and mechanical ideas from?