Posted February 22, 2014
(thank You, rpgamer381!)
Hello Everyone! :)
My name's Tomek and I've been learning computer programming for almost 10 years. I can easily program simple HTML web documents. Also, I've had a lot of successful results in storytelling and literature in general.
I had been always concentrating on the technical and psychological realism of the games I was playing. And that was the main reason for me to focus on it in the game I've been coding for some time.
My aim is to create a typical (black and white command line) text-based game which uses a browser to show graphics, colored text and animations for more intensive game experience.
The realism I plan concerns:
1. Basic needs: sleeping, eating and drinking, keeping the proper body temperature.
These features can be done in two ways:
- automatic: the player's character does everything without player's suggestion, which is technically easier, but will take more "simulated game time" and the results will be less effective.
- player's command: a well planned activities will give the character more satisfying and effective results.
2. More sublime needs:
maintaining a healthy emotional mood by any means necessary, including getting proper relations with other NPCs and getting rewards for different physical and mental activities.
3. Learning proper skills and gaining true knowledge, instead of skill farming and grinding like some of the more popular "life simulations" offer. The role-playing element would be just a statistical list of achievements based on knowledge the player gained and was checked by the proper in-game situations.
4. Turn-based no-game-time-compression:
Game-time passes more realistically, most actions take seconds or minutes to accomplish. Every action takes more or less logical amount of time.
Game-time halts when the character is awaiting commands from the player.
5. The game simulates a world rich with life and different phenomenons: something always happens in the game world. Also, the character will be notified if the event happens around area of his presence.
Features of good gameplay and making things easier for the player:
1. The game is a hybrid of:
(a) RPG, (b) life-simulation, (c) text-based adventure game and (d) a bit of visual novel.
The player can make the game more flexible by choosing (enable/disable) each of these options. Moreover, all disabled options will remain active but invisible, so the game will always be ready to switch between its many modes.
2. The ingame documents will make a nice and easy tutorial articles commenting and suggesting the possible choices and commands regarding a given game situation can handle for sure.
That's the beginning of my realistic-game ideas. I'd love You, dear GOG-users, to comment. Soon, if I get some feedback and questions from You, I'll share with You my other ideas.
Regards and many thanks to GOG for letting me post this thread and for encouraging me to work on my first game! ;)
Hello Everyone! :)
My name's Tomek and I've been learning computer programming for almost 10 years. I can easily program simple HTML web documents. Also, I've had a lot of successful results in storytelling and literature in general.
I had been always concentrating on the technical and psychological realism of the games I was playing. And that was the main reason for me to focus on it in the game I've been coding for some time.
My aim is to create a typical (black and white command line) text-based game which uses a browser to show graphics, colored text and animations for more intensive game experience.
The realism I plan concerns:
1. Basic needs: sleeping, eating and drinking, keeping the proper body temperature.
These features can be done in two ways:
- automatic: the player's character does everything without player's suggestion, which is technically easier, but will take more "simulated game time" and the results will be less effective.
- player's command: a well planned activities will give the character more satisfying and effective results.
2. More sublime needs:
maintaining a healthy emotional mood by any means necessary, including getting proper relations with other NPCs and getting rewards for different physical and mental activities.
3. Learning proper skills and gaining true knowledge, instead of skill farming and grinding like some of the more popular "life simulations" offer. The role-playing element would be just a statistical list of achievements based on knowledge the player gained and was checked by the proper in-game situations.
4. Turn-based no-game-time-compression:
Game-time passes more realistically, most actions take seconds or minutes to accomplish. Every action takes more or less logical amount of time.
Game-time halts when the character is awaiting commands from the player.
5. The game simulates a world rich with life and different phenomenons: something always happens in the game world. Also, the character will be notified if the event happens around area of his presence.
Features of good gameplay and making things easier for the player:
1. The game is a hybrid of:
(a) RPG, (b) life-simulation, (c) text-based adventure game and (d) a bit of visual novel.
The player can make the game more flexible by choosing (enable/disable) each of these options. Moreover, all disabled options will remain active but invisible, so the game will always be ready to switch between its many modes.
2. The ingame documents will make a nice and easy tutorial articles commenting and suggesting the possible choices and commands regarding a given game situation can handle for sure.
That's the beginning of my realistic-game ideas. I'd love You, dear GOG-users, to comment. Soon, if I get some feedback and questions from You, I'll share with You my other ideas.
Regards and many thanks to GOG for letting me post this thread and for encouraging me to work on my first game! ;)
Post edited February 22, 2014 by eyelessoverseer
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