When I'm bored I've been entertaining the thought of many game concepts. However since I don't know how to code, nor the time to learn, it's always just an idea and it stays at that.
So since I have a specific idea pertaining/inspired by DF, I thought it'd be best just to post the concept file I have written here just to get it out of my head into the ether so it doesn't drive me mad with more
braincrack than I already need.
Please excuse the horrible way the text is setup. It's all jumbled and probably incoherent at times.
Dwarf Foreman
Platformer style DF game. Reminiscent of 2d Dwarf Fortress.
Focusing on a lighter style of playing along with user created and procedurally generated content.
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Project Overview: A fun lightweight DF inspired Platformer/RPG style game.
Game modes:
Fortress Mode. -Dig into the mountain, find stone/ore and water, defend against ambushes and wild creatures.
Misnomer due to the fact that the mode will focus on a significantly lesser amount of dwarves overall. (At the very very most, 50)
Adventure Mode. -Venture through a campaign/2d world.
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Project Goals:
-Map editor for user made Fortress sites and Adventure campaigns.
Fortress Mode:
-Dynamically generated fortress sites.
-Emotional spiral of doom
-Smart seiges
-Easy management of dwarves
Adventure Mode:
-Procedurally generated adventure world. (Generates as you go.)
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Roadmap
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V0.00.dev1
Sprites 12x12.
Tiles 16x16
Floor tiles 4x16
Platforming engine defined.
-Jumping
-Moving
-Attacking
Ground tiles destroyable via mining (Game automatically creates a slope when a tile is dug virtically)
Interacting with the enviroment.
-Mining (Digging left right up and down, remove ramp)
Background objects added
Loads external map file (A file easily editable and can potentially be dynamically generated.)
Saves modified map file along with another file for game data other than map structure
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V0.00.dev2
Ground tiles drop object
-triggered by flag on ground tile.
Background objects interactable
-Trees can be chopped
-Plants can be harvested
-Cave walls dug (Has to be a flat surface, no ramp)
--Stairs (Allows digging out of stairs/block 1 square above/below while keeping floor)
--Stockpiles (Doesn't do anything at the moment)
--Shops
--Other Buildings
Structures can be built.
-Walls(they do not auto-slope from ground)
-Stairs
-Ramps
-Doors
-Bridges
Territory claiming
-When dug into
-Manually flagging an area
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The Future:
Overall:
-Emoticons from NPCs telling mood
-NPC emoticons colored based on neutrality. Green=Friendly Grey=neutral Red=Enemy
-Equipment for your dwarves/character
Maps:
-Flags and flag areas can modify terrain and spawn creatures.
--Towns, Fortresses, Keeps, Demons, Elvish Trees.
-Water generation, location, manipulation, and interaction without breaking platforming engine
Fortress Mode:
-Succession when Foreman dies (Chooses another dwarf in your fortress as Foreman, you take control of them)
-Dynamically generate map based on variables selected in map generation.
-Enemy AI can build structures too
-Enemy AI can contest territory
-Map can expand when seige gets heavy to make room for Enemy Encampment, an area that is claimed by the enemy and has buildings
--If left alone, it'll be like a perpetual seige.
--Enemy encampment AI has the ability to grow, gradually taking more territory in the map.
Adventure Mode:
-Quests given out based on flags in the map
-Map procedurally generated as the user moves through the world.
--Small chance to encounter beach/ocean. Any maps into the ocean are difficult to travel in without danger, has a chance of generating a island land map and has only a slim chance of generating a mainland land map.
---Island map: Limited size, guaranteed ocean after certain distance
---Mainland map: Unlimited size, small chance of meeting an ocean in either direction.
--Maps are generated in groups
---Flag areas always generate 3-5 maps in either direction. Game then looks for procedurally generated flags in already generated maps a certain distance away from the flag itself, and then assigns relation between them. (A quest)
If you don't feel like reading the whole thing, the gist of it is basically a comparatively simplistic 2d platformer version of Dwarf Fortress. Not all that unique or anything in terms of general concept. Mostly reminiscent of 2d DF with Down being the new Right.