Hi there,
I am an old new member. I registered to these forums a few years ago for one of the games I developed, I don't even remember which one...
Now I am back and with a new game in development.
The first thing you notice when you develop a game is that playing the genre is not enough to know all the design decisions you will need to make while making the game.
My last previous game is called "Concussion Boxing", you can find it in either Google Play or Apple App store(also on Amazon App store).
After developing this game I realized it's a lot harder to make a fighting game than I initially thought. And I am not talking about the technical side of the graphics and etc but rather just balancing and animating the attacks properly is very hard and requires experience.
The game I am currently developing was meant to be an RPG but then I decided to change it to a Rogue Like.
It will sound a bit pathetic but I thought a Rogue Like would be easier to make. Of course I was wrong.
There are tons of design decisions to make in making a Rogue Like which I don't have a lot of experience with.
One of the reasons I wanted to make a Rogue Like is because it would be easier for me to create the artwork. Since I have a job the amount of work required to invest in the game is a big constraint that needs to be taken into account.
So here is a bit of what I got for this game:
https://twitter.com/PompiPompi/mediaAfter all this introduction here is what this thread is about. I want it to be a sort of devblog about my game mainly for the purpose of getting advice from you guys on how to design the game.
I hope this is ok with this community, please tell me if it isn't.
And here is the first design issue I am having:
Presentation and visuals.
As you can see from the twitter pic, the 3D camera is aimed at 45 degrees.
The reason is that this kind of angle would allow me to draw sprites from either front or back without the need of angled or right/left sprites.
I also thought of cutting some walls into a third of their height if they occlude some tiles.
However, having this kind of presentation means that walking will be done diagonally and maybe the spatial reasoning of the tiles will be more difficult than a plain 2D presentation.
How would you suggest to present a Rogue Like game in 3D?
Another big design issue is what kind of game to make:
I have played Cardinal Quest a bit and thought "Hmm, this games seems fun, I will invest more time in it once I have free time."
And then I have played "Pixel Dungeon" and I got hooked right from the start finding myself playing it almost by default whenever I have free time.
So as you can see two different superficially similar Rogue Like have very different experience for the player.
Every small decision, from traps, keys, NPCs will change the game experience.
I am now thinking maybe I want to make a sort of RPG/Rogue Like hybrid since my initial goal was to make an RPG?
Not sure.
I guess I need more general tips on what kind of game I should actually make. :/
If you read this wall of text then thank you. And again, I hope you are ok with this