Hi all,
I'm planning a short game jam project which might benefit from having some basic RPG elements like character classes, levels, an XP system and some simple character stats (strength, stamina, hit points et cetera) which could be accessed from action lists.
My current plan is to implement this as an extra component on AC characters along with a set of custom actions to work with character stats, so you could e.g have interactions that are only available to characters of a specific class or require a certain character level and so on.
An example: There's a "Push stone" interaction on a hotspot, but if you try it with a character strength of less than 10, you are informed that "It's too heavy" (or it might be completely disabled), otherwise it can be pushed out of the way to gain access to a new section of the scene. If you don't have the required strength, there'll be a different way to gain access to that new area.
Mixing this with a classic point'n'click game style is probably a bit risky from a game design perspective, as most players with an adventure game background will probably just go and hunt for the right inventory item to use on the stone, while they should really be using a different approach to solving the puzzle, depending on their character stats.
This may in fact be just a huge can of game design worms waiting to blow up in my face, but I still want to investigate it in a short game jam project to see if it works in practice
If anyone else has done something like this, I'd love to hear their input on the matter.
Thought about posting this in the "Extending the editor" category as it will obviously require a fair bit of custom scripting, but it's probably more related to game design ...
Comments
Personally, I love adventure games that reach beyond their traditional bounds and include elements not typically associated with adventure games.