The time
has come to reveal quite some details about my second game ‘The endless world –
Civilization’, which is being created now.
PLOT
As most of
you know, the game is the second title in the series and it will once more
follow the adventures of the heroine – Meretrix. After her hardships in the
Stone Age, and a long long sleep after, she is about to wake up in a totally
different times – the Ancient Times.
ENGINE
‘Civilization’
does not stick to the RPG Maker VX Ace engine, and instead it is being created
in RPG Maker MV, meaning the general look of the game will change a bit.
INCLUDED
CULTURES
Many people
asked me, which cultures will be present in the game, so here are some details:
Babylon,
Greece, Rome and Egypt – these four are intended as the MAIN lands, which will
be compulsory locations, during the main plot. However the game is about to
offer a lot of side content and side exploration, meaning there will be other fully-optional
well developed locations to discover like Capua or Crete. We can also encounter
other cultures there, such as Asyrians or Summers.
The mapping
of the first one of the big cities is already done, as well as the general
overview of the World map.
DIRECTION
OF THE GAME
The idea of
‘Civilization’ is to go a bit in the direction of sandbox, and to give every
town/village its own life, meaning that Babylon will have its own group of
stories, problems and interactions, while moving to Greece will greet us with
brand new experiences, other quests and issues to follow. The only direct bridge
between the locations will be the main-story.
COMPANIONS
The second
game in the series will also introduce the companions system. They will be able
to support the heroine during the in game mechanic events (i.e. battles) but
all of them will be also given complex side contents and quests. Here, the
important aspect for me is to avoid patterns. It won’t be like: ‘speak what the
character likes to hear for the entire game, then the character will approach
you and eventually you go to bed right before the final battle of the game –
the end’. It is by far too mechanic for my taste. Therefore every companion
will have an unique approach toward him or her. I wish to keep the companions
system as one of the most important issues and keep the ideas here as fresh as
possible.
GAMEPLAY
TIME AND BRANCHING
In general
– just as it was in the ‘Beginning’ – I intend to keep things fresh for the
entire playing time, which should be at least a few times longer than in the
first game.
Speaking of
which: Although the game will be at times linear, mostly it is intended to stay
branched.
The pattern here is: 1 shorter event linear leading to two branched
longer events, both routes then lead to 1 shorter linear event (with some
differences depending on the route chosen earlier), and then again are split into
two totally different paths. If I was to say, I would guess that the main story
will be around 30% linear and 70% branched, but it’s just a guess right now.
All in all,
the game is intended to have even more choices than in the ‘Beginning’ count
and change the outcome.
GRAPHICS
Unless a
miracle occurs, and someone talented joins my ‘crew’, all the graphics will be
created by me. That means – I will prepare all the custom made sprites – both
for characters and for the maps. Of course not all the sprites will be custom
made, and regular materials from the maker database will be used as well.
Currently
I’m using facepacks created by RPG Maker MV, just slightly upgraded by myself.
It is yet unknown if I won’t try to create fully custom made faces, but if I
decide to do so, it will be done, when the game is mostly completed in other
areas.
As for the
CGs. There are three options I’m currently considering:
- If I can get more Patrons I will pay someone to create the needed arts in a great quality. However, due to the small interest in patronage of my project this solution is really unlikely...
- After the game is completed I will spend a month or two sketching and trying to do some amateur arts. If I will consider these good enough I will spend another month coloring and improving these. This way the game can include arts BUT it will greatly expand the time needed to release it. Also, I’m NO artist, I will just give it a try eventually.
- I can give up on the CGs, simply because I will have no technical means to create these… As much as I would wish to avoid this outcome, it is possible that ‘Civilization’ will follow in ‘Beginning’ footsteps and will be left without many arts…
BATTLES
Lastly, I
have few words about battles. As the poll to see your desired systems is
nearing the end, and the results are coming really close to what I was
expecting, I intend to implement two systems. Players should be able to make a
choice whether they prefer to follow the story with or without battles/leveling
and so on. I have general idea how to do it, so I believe it should come up
fine ;) It is highly possible that non-battling system will also include
occasional instant result encounters, the option, which was desired by the
players as well.
FINAL
NOTE
The whole
concept might change slightly while the work will be progressing. I’ve just
gave you an overview of what is CURRENTLY on my mind. Although I usually
STRONGLY follow my ideas and concepts, please don’t take this text as an exact
promise.
SUPPORT
Also, if
you can spare some money and you wish to support the development of ‘Civilization’,
please support me on my PATREON PAGE. It is REALLY vital for the game’s
development to gather funds, as otherwise I am left 100% with only me to cover
all the fields. That means MUCH more time needed to create the game, and LESS
content simply because I’m not talented equally on all the needed fields.
If there
are any artists, who are willing to help my project, without requesting
payment, please PM ME. I will be more than grateful for the support.
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