Tuesday, November 1, 2016

...but where to start...

Let's begin with a simple yet fundamental part: the game mechanics. I have thought about this long and hard, changing my mind over and over again. Which brought me to the point of saying that it doesn't really matter what game mechanics I want to introduce as long as they remain on a level that I can handle. I went from card game, to isometric RPG, to isometric economy simulator, back to isometric RPG. So I guess that's where I'll end up.

Primary Game Mechanic

The primary game mechanic will be the player guiding a character through a fictional virtual world in order to unravel a story. This project will therefore put more emphasis on story than, let's say, a card game or a racing game. I dismissed this idea first, because I was afraid it would require too many assets to be done properly. But I soon came to realize that I can simply reduce the scope of the game and thereby reduce the number of assets needed. As depicted by the screenshots of Pillars of Eternity below, concentrating on interiors can save a significant amount of work.

The player controls the character in a classic way by clicking on the area the character is supposed to go to or interact with. By doing that the player advances the storyline and explores the diegesis on a number of different levels. 

Secondary Game Mechanic

The secondary game mechanic is going to be a language decyphering system that allows the player to collect a number of items that will increase the character's knowledge of foreign languages. As the character progresses through the story, they will encounter texts of other races that they will increasingly understand.


The genre will be fantasy. Specifically: dwarves.

Story (summary)

The player will take control of a dwarf who wakes up in his room underground in an abandoned dwarven city. He eventually finds out what happened to the city.

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