IDEA TO GIVE AWAY: TOWN DEFENDERS

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So I had this crazy idea about a possible VX Ace game that is centered all around battles. This game would feature the slogan "grinding made fun" and implement some addicting elements known from strategy games (kingdom building games etc.).

My hands are currently tied, as I am busy with another project. This idea is open for discussion and available for everyone who likes to give it a try.

I got the idea for "Town Defenders" while looking at Galv's Group Manager Script. The script allows you to divide your party into groups and assign each party member to a group (It also works with more than 4 party members). Here is the script if you are interested:

http://galvs-scripts.com/category/rmvxa-scripts/scenessystems/#post-436



TOWN DEFENDERS - GAME IDEA

So, basically the player runs a town of some sort and a party of adventurers. This game features no story or background (but this aspect is open for future development if someone is interested). There are also no quests or anything (again: this could be expaned).

Your town starts with a few buildings at first. Buildings that allow you to buy weapons and armor, healing items and such for your party. To expand your town, you have to build and upgrade new buildings. Then you are able to acquire new items at the shops. There are also some special buildings that let you hire new adventurers. Your party can be quite big, but you can only have a limited number of members in your active group.

DEFEND - ADVENTURE - CRAFT - BUILD - FORAGE

Now your town will be constantly attacked by monsters and you can put some of your heroes into the "Defense" group to fight them off. This earns you some money and experience as well.

Everytime you load a savegame and every now and then while you play, there is a chance that a group of random monsters attacks your town. If your defenders fight them off, everything is OK. If not (or if you dont have any defenders) they will steal some of your money and maybe also resources.

Another group is the "Adventuring" group. Heroes put into this group will be able to go dungeon crawling (in the core version of the idea this leads to another random monster encounter). The adventuring groups usually gain more money and EXP, in addition to much more powerful gear and resources.

Finally, there are a few extra groups that care for your town: Building, Crafting and Foraging. In order to build a new building (or upgrade) you have to put heroes into the "Building" group. The available buildings depend on your LVL and resources. Constructing a new building should take some time.

Foraging simply adds more money and resources to your pool. Maybe the different hero classes are able to gather different types of resources and their level determines the amount.

The crafting group is responsible for producing new items like hand-crafted weapons and armor. As well as consumeables like scrolls (one time spells usable by everyone) or potions. The type of produced items could vary with the classes you assign to do this.

A last one: Heroes that get wounded during combat need to rest in order to recover and must be assigned at the Inn to the "Rest" group. They wont be available for other tasks while healing.

...

Okay, thats all for now. I get like one-thousand ideas per day when I think abot how the concept could be expaned (It reminds me a little bit of a tower defense game in JRPG style). But, i want to keep things realistic and not over-ambitious.

Any thoughts are welcome, feedback, ideas, critique. Maybe someone is interested in giving a idea similar to this a whirl using VX Ace!
This idea has some things in common with a project of mine I've been calling Guild Master. Rather than managing a town the player manages a guild of potentially hundreds of heroes (well, maybe not hundreds because that's a lot). The player forms parties out of his heroes and dispatches them on adventures. The ultimate end-game for this project is to remake it as an online game, but that may never happen (though, I have started on some of the basics, to at least get me up to speed with server/client programming).

It's more or less inspired by the Majesty series, except without the RTS mechanics and more depth in the management and simulation mechanics. I have this weird fetish for artificially intelligent agents. When I play games I am intrigued by the way agents act out their will, select targets, and who wins in a fight, etc.

So, I'm looking to build a pretty robust RPG simulator, more or less. Create heroes and watch them carry out their will against other computer agents. I have some excessively ambitious ideas for procedural story generation via random dungeons and complex social interactions between heroes, but some of those are probably too hard.
hey jude, thanks for your input - thats a big idea you have there!

Okay, actually it would not matter if the player manages a town, a guild, runs a stable of gladiators, an airship or whatever. I also thought about a background world as seen in Monter Hunter (Tri) - with a more prehistoric touch.

I messed a bit with timers the other day, but i dont think that is the way to go. I wonder if there is a way to get the current time/date from within VXAce. Then foraging and other events could be based on realtime.
Sorry if this sounds like a monologe - I started to develop the idea a bit further:

1. I think a game like this would be perfect as a quick paced filler game. You play like
5-10 minutes and then stop to do other things. Later on you check back and see what progress
your characters made. So design principle Nr. 1 would be: Quick filler game.

2. To speed up development, I would personally use RPG VX Ace using just RTP (this cuts the
amount of time spent on art). For a test project, I could imagine a stereotype fantasy setting
where the player commands a big-band of heroes. Design principle 2: Pure RTP (for simplicity).

3. I could also imagine removing Maps completely from the game. Instead make it a menu based game
that takes place on various scenes and within the combat system - that would be it. This
would all be done to make the game even more simple and easier to develop. So design principle
Nr. 3 would be: 100% menu based.

4. Finally, to compensate all the cut-backs on the game there must be a complex database. In fact,
the game would be all around a good database. There would be literally hundreds of characters, items
and monsters to recruit/fight/collect/craft. There should also be a bestiary and a item encyclopedia.
To further enhance the (simple) gameplay, I could imagine some sort of quest system and achievements
as well. Final Principle: Database Complexity to ensure gameplay freedom and addiction.

* Conclusion:

This idea could best be described as party-based, combat-based, turn-based sort of tower-defense game.
You basically just build, level and fight (then rinse and repeat). The trick is to make it fun. This
could be because its very addicting to gather all characters, get all items, see all monsters, get
all achievements and so on. there should basically something new around every corner: each fight grants
you new stuff to research/craft and each level up creates new quests and achievements to fulfill (simple
ones that you complete will fighting and researching).

* A bit of the stuff I have been working on:

A. Took a look at Magic: the Gathering again. Five elements sound like a nice base for a game
like this. Classes, Monsters, Resources - everything could be tied to the five elements. So there would
be FIRE, WATER, EARTH, LIGHT and DARKNESS based game objects.

B. From this set of five elements, classes could be derived. Like 5 classes per element - for a total
of 25 classes to begin with. Then there could be 5 schools of magic as well as 5 different skill
trees, maybe 5 different types of weapons (sword, axe, bow, lance, dagger), 5 types of armor (shield, helmet, armor, gloves and accessories) and so on. this could be expanded later on by adding elements.

B. Sticking to the "law of fives" i decided for 5 different tasks (groups your characters can
be in) as well: CRAFT, RESEARCH, ATTACK, DEFEND and GATHER. This basically describes the core
mechanics of the game (Please note that I removed build and upgrade as they seem obsolete).

Maybe there could be 1-2 additional tasks (one of them would be REST). But this has not been
decided yet. They would be added with bonus elements later on (see that i am targetting for a expandable
game concept here).

* I put a bit more effort to flesh out the different tasks:

GATHER - the simplest task. You assign a character to this group and from there its an automated
process. Every character you assign to gather, earns you a certain amount of resources. The amount
and type of resources gained depends on the characters class (and therefore his element) as well
as his level. You cannot do much more to influence the process, but choose the right characters
to gain the resources you need most.

Red Element - Ores/Ingots
Blue Element - Scrolls/Tomes
Black Element - Bones/Skulls
White Element - Gems/Crystals
Green Element - Herbs/Wood

RESEARCH - In order to produce advanced equipment, you have to research it first. It only appears
in the shop menus when you have researched the item first. Each element could be assigned to one
item type.

ATTACK - There should be a timer that would allow your attack group to fight a random enemy every
x minutes. These fights grant you gold, xp, items and resources. attacking grants you more treasure
than defending and is the only way to complete certain quests (and thus advance the plot).

fights could be spiced up, maybe tied to locations. like "your heroes approach the tower of druga!" and
then are confronted with a series of 7 battles (no recovery besides using inventory items between battles),
followed by a boss fight. locations, names, descriptions and length of fights would be random plus based
on your party level.

this section has space for lots of improvements.

DEFEND - whenever you start the game and every x minutes while you play, your camp has a chance
of being attacked. only the characters in your defend group may defend against attacks - if they
lose (or if you have no defenders available) you lose gold and resources instead. a good defense
does not grant you much treasure - but protects you from the worst.

CRAFT - finally, the chars assigned to crafting actually produce the items you can equip to
your party members. crafting requires you to research the item first, and you must have enough
resources in order to build them. simply spoken: you let your characters craft the swords, axes,
armor, shields, helmets, healing potions, bombs, skills and spells that they will
equip in order to attack and defend your camp.

phew - enough for today. quite a wall of text. I would appreciate any feedback on this idea!

PS: maybe i start a blog on this, but without a game(-page) there is no blog.

time will tell!

malagar over and out
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