Jul 17, 2012

So. I promised to tell you our plans for ARRP 2012 (ver. 0.1).
I'll write potential release in brackets.
Local game would be literally untouched, most change would occur on global map.

First of all, you would start as harbinger of Hell, mortal child of Agare. Your main goal to ensure fall of mortal realm (not Armageddon! You should seize Erebus for your Master, not destroy it!).
You would have different ways to do this.


  • Your character would be able to gain followers, they would assist you in local map combat and help you making plots and performing tasks.
  • On global map you would be managing bands of creature. Your Avatar would be always leader of your first(main) group.
  • Some follower can be appointed to your lieutenants, so they would form there own bands and perform tasks. (I' am not sure, should player have direct control of local map actions for such groups or not). Maybe, they would not be full functioning bands like first one, but just single task agents, I am not sure.
  • Global map would be turned based.
  • When performing you turn, you issue orders for your bands and agents. After pressing "end of turn", they would perform tasks.
  • For example: Explore dungeon, Perform blood rituals, desecrating tombs etc. If this action (exploring dungeon, for ex.) would have local map action. Local map would be opened and you will play standard roguelike, until done.
  • For first version, you would have one way to achieve your goal increase total corruption of world and spread Ashened Wail. Later on, you have more actions, open hell gates, fight angels etc.
  • First version wouldn't have AI band on global map, fighting you.
  • Idea of global map objects would change. They would have population, corruption, religion etc ratings, also, they would be different types. (For example cites, hamlets, graveyard, lairs etc). (For 0.1 we would add 2-3 types, not more).
  • Different map objects would have different purpose in the game. Cites would be your main goal for corrupting actions, but all actions would generate more heat. Cave or lairs, would be more classical roguelike objects.
  • Cites and hamlets wouldn't be pregenerated, it would drain lot of time and doesn't give a lot, in perspective of game play. If some local map action would occur in them, special map would be generated for this.
  • You would need different bases of operations, if want to succeed. It means, you can't just move over the map, but must create a lair or base and then, take some actions. For example: You should organize hidden cults in uncorrupted cites or open Temples of Wail in corrupted one etc. 

Well, it is a bit messy, so, if you didn't  understand something, just ask.

No comments:

Post a Comment