Hi there,
Some of you may remember me seeking help a few months back regarding an audio RPG I want to create. I'm basically useless as a programmer at this point.
Now that we're in the new year, I figured I'd try again.
Here are the sort of things I want in my game:
1. Turn-based combat, not real-time combat (think Entombed vs. Shadow Rine, for instance).
2. A full party system for both enemies and allies. Many enemies may be alone, but I want them to be able to cooperate in specific situations (some boss fights, maybe) unless doing so is too large a pain in the tail.
3. Minor map interactivity (which is to say, it's not a platformer full of tricky jumps and deathtraps, but some mazelike elements and environmental hazards would be good).
4. The ability to check stats, use equipment and items both in and out of battle.
5. Screenreader support of some kind, even if it's NVDA because apparently NVDA support is pretty easy. I do intend this primarily as a Windows thing at first, and yes, I would like voice acting eventually, but that can come later.
So, that's what I'm after. If you're working with me, here's what I can provide:
1. Expertise. I won't hand you vague ideas and tell you to make the best of them. I'm all about playtesting, balance and solidity. I have a statistical system that will work if it's implemented properly - and I'm quite sure it can be done - plus I have a very good idea of a storyline. Exact dialogue and numbers can be tweaked as we go.
2. Willingness to learn. Depending on the way this goes forward, I may want to try and learn programming of my own; this way, I might be able to take some of the load off the person or people helping me and contribute on a more direct level.
3. Teamwork. One way or another, I'm going to stay involved and current with the project. I won't abandon you, as a co-developer, and I won't throw you under the bus regarding responsibilities or problems.
Some things I haven't figured out yet:
1. Pricing/compensation. I am flexible on this, but I definitely do not expect to keep all the cash myself if I get significant help from people with the code. It might be my storyline ans systems that drive the game, but it will be your programming skills that made it happen, and I won't lose sight of that.
2. Programming language/method of creation. I am looking for suggestions on this.
3. Complete feature list. I have a ton of ideas, and if I can implement them all we'll be looking at a thirty-plus hour game, probably. It's going to be big, guys. Multiple towns/cities, a sort of overworld map, enemies that appear only by day or by night plus an internalized day-night system, a bestiary with rewards, four spheres of magic, four classes (archetypes based on monk, assassin, paladin and barbarian), flexible storyline to allow for a few key plot choices, superbosses/extra dungeons, secret skills/spells (some just plain hidden, some found by specific methods that are hidden or hinted at), map hazards (pits, deep water to swim through, darkness that will mess with your ability to see the map well, etc)...the list goes on. I don't know if everything will make it, but I'd love to try.
So as you can see, right now we're long on ideas and short on execution. With your help, that can change.
Please write back if you're interested in helping out. At this point, a sort of nuts-and-bolts interface probably needs to be built to test combat, above all else, since combat is going to be the biggest part of the game by and large, and we'll need to make it work before putting everything else in on top of it. I look forward to hearing from you!
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1