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An exploratory RPG designed around the concepts of interactive fiction and a vast world.
Features
Dual Field Mode:
(1)World Map: explore an intricate and detailed world map, go to your favorite locations
(2)RealWorld: walk the entire length of the world map and discover secrets, instantly switch back to World Map mode whenever you desire (but be careful, because you will lose your position in RealWorld)
Detailed Environment
Explore a vastly described world. Everything from people to pots are described in fuller detail, in a kind of diary form. In addition, some details are different depending on which class you choose.
Classes
Over 20 different classes to choose from, each with their own powers and skills, from the inquisitor-like cursebreakers to the barbaric mongrels.
Battle Strategy
Battles are not simple hit and wound battles. They require thinking and planning. Every creature will require a different strategy to beat.
Non-killing skills
Most skills will not hurt or kill, but weaken. Once a creature's strength has been depleted or their barriers weakened, then they can be killed or spared.
Progression of skills
Depending on whether you've killed or spared enemies will determine which skills you receive at your level-up.
Levels
Because Dagon is a game always in development (further releases will add more areas), levelling up will be slow. Creatures will give anywhere from 1-10 experience points (dependent upon difficulty), and once you've reached a certain amount of experience you must rest.
Collecting
Although there are dungeons in the game, much of the game will be learning about the world by collecting books, scrolls, and tales from other characters.
Warning
As this is my first game ever developed past the point of jotting down inspired ideas, it is and will always be in development. But it will be a bit like Dwarf Fortress in that there will always be more to do, but also more for you to do.
It is also a game designed primarily around the idea of exploring a world. Don't be alarmed, as you will be overwhelmed with everything to do. The game is entirely non-linear; at this point there is no storyline to follow. In the future, storylines in the form of small short-stories may appear.
Features
Dual Field Mode:
(1)World Map: explore an intricate and detailed world map, go to your favorite locations
(2)RealWorld: walk the entire length of the world map and discover secrets, instantly switch back to World Map mode whenever you desire (but be careful, because you will lose your position in RealWorld)
Detailed Environment
Explore a vastly described world. Everything from people to pots are described in fuller detail, in a kind of diary form. In addition, some details are different depending on which class you choose.
Classes
Over 20 different classes to choose from, each with their own powers and skills, from the inquisitor-like cursebreakers to the barbaric mongrels.
Battle Strategy
Battles are not simple hit and wound battles. They require thinking and planning. Every creature will require a different strategy to beat.
Non-killing skills
Most skills will not hurt or kill, but weaken. Once a creature's strength has been depleted or their barriers weakened, then they can be killed or spared.
Progression of skills
Depending on whether you've killed or spared enemies will determine which skills you receive at your level-up.
Levels
Because Dagon is a game always in development (further releases will add more areas), levelling up will be slow. Creatures will give anywhere from 1-10 experience points (dependent upon difficulty), and once you've reached a certain amount of experience you must rest.
Collecting
Although there are dungeons in the game, much of the game will be learning about the world by collecting books, scrolls, and tales from other characters.
Warning
As this is my first game ever developed past the point of jotting down inspired ideas, it is and will always be in development. But it will be a bit like Dwarf Fortress in that there will always be more to do, but also more for you to do.
It is also a game designed primarily around the idea of exploring a world. Don't be alarmed, as you will be overwhelmed with everything to do. The game is entirely non-linear; at this point there is no storyline to follow. In the future, storylines in the form of small short-stories may appear.
Latest Blog
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- Diaskeaus
RPG Maker 2003- Tactics RPG
- 05/27/2008 07:43 PM
- 10/28/2012 04:56 PM
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