So I’ve been out of commission for the past few months. A fairly long story to be sure, but suffice it to say that some meds I was prescribed interfered with my creativity…a lot.
I’ve been having trouble thinking and coming up with ideas or even just thinking creatively at all. Drawing blanks, white noise and mental blocks are what I’ve been working with, so haven’t had much luck progressing with anything.
But it’s been a while and I’m now on new meds to essentially try and counteract the old ones and I’m being encouraged to “train my brain” in essence. Forcing creativity isn’t good, especially not for the state I’m in right now, so instead of trying to pressure my mind into working at what it just can’t do, I’m instead just taking time to indulge an old idea that’s I’ve at least got some fresh ideas lying around for.
So we have “Wee Hero”.
This is pretty much an experimental mix of different ideas thrown into one non-linear open-world/exploration-driven RPG. And I’m making an effort to take those terms very literally, rather than just tagging them as attraction points. When I say non-linear, I mean you can skip most dungeons, there are alternate routes to the ends of the area, equipment is attainable via any route and you’re given no set direction to go in; just left to your own devices.
Open-world/exploration is the main focal point, as the game is driven around collecting crafting materials (the method for creating weapons and armour), there are plenty of random maps/events scattered around the place with varying degrees of usefulness and a cool Fog of War effect is layered over the world map and dungeons, encouraging the idea to actually explore every corner of the world (as opposed to taking a quick glance over the map and realising that nothing is to be found).
RPG? I do not mean the typical JRPG where you are told who you are and have no control of your growth, weapons, stats nor even most decisions the character makes. I mean you choose your own backstory (and thusly, starting stats), you choose which dungeons to enter, you choose which weapons and armours to craft, and which medicines to make, and you choose whether to take karmically good or bad options when presented with most situations.
“Karma? Moral choice systems? Pssh!” I hear you say. Well scoff at someone else who took binary moral choice systems down the shitter and made it basically a box-checking exercise. I’m aiming for the realistic approach, oh yes. There is no good/bad ending to be concerned about, and there are no better weapons for either good or evil actions. No, this game does not encourage you to be a dirty cocksection and murder innocents to get some “Devil Sword” at the end.
No, this is karma as we know and understand it in the real world. You are presented with a choice to do good or evil (and either one may or may not have benefits/consequences), but what happens is it affects your Karma. Now, you can take the evil route and possibly never see any consequences for your actions. However, the more negative karma you have, the more likely you are to run into various things shitting on you throughout the game.
Those who take the good choices will simply find that the game likes them more. You won’t even realise it has to do with karma as it happens; the events in question could be miles away from and completely unrelated to your decision, but those who did good will have a happier outcome. For example, drinking at a well may be fine for anyone normally, but those with bad karma may find themselves taking a sip of tainted water instead. Of course, you could always take the “neither” option (or just do an equal amount of good and bad to cancel it out) and you’ll find yourself fairly unencumbered by karmic events, either good or bad. Those with a clean karma will find little happens to them at all, but that’s your choice now, isn’t it?
Anyhoo, now that I’m finished my justification for using bog-standard descriptive words for something I intend to be rather different from the typical games that use such words, let me direct you to the RMN profile where I’ve tagged this up, as it has some pretty screenies and will be where I focus trying to get Alpha Testers and such. Right now I mainly need to balance out the collectible crafting materials and some of the monsters (as with non-linearity comes a completely schizophrenic difficulty curve).
Alpha Demo shouldn’t take too long to come out, as I’m more or less finished the first continent already. Cleaning up current stuff, one more dungeon to make and flavour NPCs are really all that’s left.
January 31, 2013
Categories: Announcement, Games, Projects, Updates . Tags: alpha, basics, exploration, fog of war, plans, rmn, rpg, wee hero . Author: Pixel Brady . Comments: Leave a Comment