Author Topic: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]  (Read 2558 times)

Jubal

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Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
« Reply #60 on: November 02, 2019, 09:35:57 PM »
Oh, that's very neat! And a good way to make clothing/jewellery matter in games too. Far too much of the time, what you wear is only treated as important for combat bonuses/armour class/etc, but using clothing/jewellery to unlock dialogue options is a neat one that I don't see used enough :)
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Aure

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Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
« Reply #61 on: November 02, 2019, 10:42:16 PM »
: D I'm glad you think so! One of my favorite weird design choices in the Baldur's Gate series was giving characters "obligatory" items, like a necklace that has a "sentimental value" or Boo the Space Hamster. It was pretty much a form of handicapping the character's potential (such items had provided no or almost no stats) and couldn't be replaced, but when I was a kid, my imagination really loved it - it gave this weird feeling that these characters have their own agency, and won't agree to every whim of my.

I know that some video RPGs use "costumes" to solve quests or provide new dialogue options (even Planescape: Torment did it), but I hope to give the player this feeling that it's their choice how to treat such items. Are they a mechanical tool, or a part of the character's identity? I'm far from getting to this point, but maybe one day.
Roadwarden - an illustrated text-based RPG in which you explore and change a hostile, grim realm. Currently in development.
Tales From Windy Meadow - my fantasy pixel art Visual Novel.

Jubal

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Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
« Reply #62 on: November 07, 2019, 10:49:10 PM »
Ooh, I've not played Baldur's gate, but yes, that sounds interesting - I guess it leans more to the idea of the player as a storyteller with a character who isn't entirely their own rather than a player who's able to develop the character's personality as they wish, but it's a very nice characterful thought.

And yeah, I've seen bits where you have very obvious uses for wearables (signet rings in the witcher, the disguise robes you get for sneak missions in Mount & Blade), but using them more widely as a signalling mechanism to NPCs about who your character is really isn't used enough. Look forward to seeing more :)
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Aure

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Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
« Reply #63 on: November 09, 2019, 01:09:08 PM »
In Kingdom Come: Deliverance (by the way, referring to your Twitter - have you looked into this game's weirdly racist themes?), you can wear pretty clothes and wash your body to add to your "attractiveness," but it's more a number than a set of unique interactions.

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I’ve been working a lot on the new title screen, and I think that after receiving a lot of very helpful feedback, it’s in a pretty good spot right now. : )





I’m also doing a whole bunch of minor things for the game, since I can hardly find enough time and patience to focus on writing dialogues. I’m adding quests, items, some new dialogue options... I had a really good flow with some ideas, like these two weapons:





I’ve also realized that my original plan of “fitting every bit of dialogue in a single window” won’t work. Some NPCs will just have too many dialogue options available if you meet them for the first time in a very late part of the game. Because of that, I’ve decided to add the optional scrolling - it will show up only if there’s something to scroll through, so it won’t impact the major experience.

Roadwarden - an illustrated text-based RPG in which you explore and change a hostile, grim realm. Currently in development.
Tales From Windy Meadow - my fantasy pixel art Visual Novel.