9 Feb 2019 |
latchキー#1783 | so for example, i have in the game little "holodeck" like thingies, which most of the writing is on | 17:42:13 |
latchキー#1783 | you, as a player, have never seen these things | 17:42:20 |
latchキー#1783 | and it isn't until you pull it up and start poking around on it do you figure out how to turn it on, adjust it, and etc etc etc | 17:42:39 |
latchキー#1783 | like its a real piece of tech you've just now come to find | 17:42:48 |
latchキー#1783 | edit: kobolds are traditionally very weak and unintellgent. my idea is to build the game from the ground up with you being unable to understand different languages without certain items, using leaping and tongue whips a la yoshi to navigate and explore the map (as well as open up interesting combat dynamics for combat) and make the primary part of the game the exploration and development of the character, rather than some "core plot" that no one's really going to care about lmao
kobolds are traditionally very weak and unintellgent. my idea is to build the game from the ground up with you being unable to understand different languages without certain items, using leaping and tongue whips a la yoshi to navigate and explore the map (as well as open up interesting combat dynamics) and make the primary part of the game the exploration and development of the character, rather than some "core plot" that no one's really going to care about lmao | 17:43:16 |
wekhter (fontenddev) | love everything i'm hearing about your concept | 17:44:15 |
Alex | Love these ideas! | 17:45:34 |
Alex | The part about language reminds me of Hamtaro: Ham Hams Unite. Massively underrated game. | 17:45:58 |
Alex | You go through the world learning "Ham Chat", which gives you new words. You can use new words to perform new actions. | 17:46:37 |
Alex | For example, you can't climb up a pole until you learn the HamChat word for "climb" | 17:47:00 |
latchキー#1783 | see i absolutely love that idea! | 17:47:21 |
latchキー#1783 | not enough games explore language barriers | 17:47:34 |
Alex | Whenever you interact with an NPC, a wall, an object... anything. You always have to select a HamChat word for what you want to do. | 17:47:47 |
wekhter (fontenddev) | i never played that game but i can recommend the excellent GBA sequel, hamtaro ham-ham heartbreak | 17:48:02 |
latchキー#1783 | and that's well and good most of the time, but if this is meant to be an exploration game, i want EVERY aspect of the game to be exploratory | 17:48:05 |
latchキー#1783 | if its just given to you outright, all you've done is made an interactive storybook | 17:48:22 |
latchキー#1783 | there's nothing to really learn | 17:48:27 |
Alex | To say hello: Ham-ha! To roll into something: Tac-Q To sniff around for a nearby object: Hiff Hiff | 17:48:30 |
latchキー#1783 | just get to point b from point a and fight big bad man | 17:48:52 |
wekhter (fontenddev) | ham ham heartbreak also involved having to learn hamchat words, but there were also hamchats that involved having a partner to get the idea across | 17:49:08 |
Alex | I loved the whole series. The GBC one is the only one I've finished | 17:50:27 |
Alex | latchキー I would encourage you to consider a way you can design the game without combat. | 17:50:46 |
wekhter (fontenddev) | well i definitely recommend ham ham heartbreak, haha, it's really great. also i can't believe i'm hearing anybody talk about the hamtaro games, i always considered the one i played super underappreciated--definitely not a lazy cashgrab like you might expect from a kids' show tie-in | 17:53:14 |
wekhter (fontenddev) | and the graphics are great: https://www.spriters-resource.com/game_boy_advance/hamtarohamhamheartbreak/ | 17:53:27 |
Alex | Absolutely ^ I knew you'd love that series | 17:53:39 |
llamazing | Kinda reminds me of The Witness where the only obstacle is lack of knowledge (the mechanics of how to solve a given puzzle). On a second playthrough the entire island is basically unlocked. | 17:53:48 |
latchキー#1783 | ye, which is why my primary challenge is actually designing WITH combat in mind. it being an action-adventure RPG, i feel adventure is sorely underdeveloped as a concept, BUT, realize too that you need some solid mechanics. your character being fairly weak, you're likely going to rely on sneaking around for the majority of the first act, but his whole goal is he wants to learn how to be something that ISN'T weak, hence the adventure in the first place | 17:55:21 |
latchキー#1783 | so after adventure, you need something for the player to overcome. they need to learn to work WITHIN their limits, while also learning to become effective, powerful little halfling dragons, lol | 17:55:52 |
Alex | It definitely makes sense | 17:56:23 |
Alex | Who will they kill, though? | 17:56:42 |