I've started working on a Space-themed, top-down tactical role-playing game (TRPG). I intend for it to be influenced heavily by Tactics Ogre, my all-time favourite game.
I have a pretty solid picture in my mind about how a most of the game is going to work, so I'm pretty excited about working on it. Unfortunately I have been finding it very hard to find time to make solid progress on it, but I have done some artwork and set up a repository on GitHub:
I intend to flesh out the battle system as a first priority. Reasons being:
- I have a pretty solid visual of how it is going to work, at least the core parts.
- It will encourage me to continue development if I nail it.
The battle system is going to be turn-based, using a system similar to Tactics Ogre, where each ship has an allotted amount of time it needs to recover and perform another action. As an example, smaller ships using less powerful weapons will be able to act much more frequently than large ships with huge cannons.
Given the fact that the game will be top-view vs isometric, I am finding it challenging to come up with ideas on how to make the environment have some influence on the battle. I do not want an empty scene with nothing to do other than close the distance between your ships and the opponent. Some ideas I have had to mitigate this problem have been:
- Introduce moving objects (e.g. asteroids) that will make their way across the scene as the battle progresses. These object should have a clear trajectory so that the player can decide whether their ship is about to be obliterated if it does not manoeuvre out of the way.
- Debris that obstructs weapons & movement. Some debris could be destructible and yield items.
Characters vs ships
Rather than commanding ships as you may have expected, I want the player to own characters which fly ships. This means I can attach stats, skills and capabilities to the character and treat the ships they opt to fly as separate entities. The concept is the same as how you have characters that can alternate between classes in a typical RPG. I feel this would be a better experience than having to discard older ships and start over again with better once as they're unlocked. It also encourages the player to develop their characters properly, and removes the potential for tedium in replacing entire fleets, respeccing new units, etc.
I think that's all for now; I'll go into more detail on each component as I progress, including the above. More soon.