Ok, now here’s the part you’ve all been waiting for…how has the game changed? And -why- has it changed? The short and sweet version is there really was little to no interest in creating a 100% unique tileset (as in no rips from any other games) even for the amount of money I was offering initially. As such, I started to think what I could do to make this game actually happen, and not become (like so many ambitious projects before it) vaporware.
So I came up with (along with the wonderful assistance of Rye) the CriminalDreamer idea. Basically, I would take the game style of the old (never Stateside released) Radical Dreamer SNES game and add in different elements from two other genres. The Dating Sim, and the Dungeon Crawler. Well, the OLD dungeon crawlers (Pre-Diablo :P). Ever hear of
ShadowGate? Or perhaps the
Uninvited? And how about dating Sims where the choices you make in dialog affect the outcome of the story as to who will ‘choose you’ and make sweet sweet love all night long?
Ok, scratch the love making, but those elements are all apparent in the CD engine. The game will basically look as follows (And please not this is a very rough mock-up):
http://www.pcis-studios.com/sketch/rmxp/deo/Entry.png[/img]
This is a general ‘whenever you enter a new room/area and need to be told something’ screen. It will be a good deal of text describing certain aspects of the room, from certain items that may catch your eye, to survivors, to any number of other things.
http://www.pcis-studios.com/sketch/rmxp/deo/talking.png[/img]
This screen is what happens when you encounter anything that is either going to talk to you, or is directly talking to you at that time. The player’s ‘battler’ will appear when they speak, and vice versa for the NPCs. This is where the dating sim comes into play. Just because you’re alive, doesn’t mean other survivors will go with you immediately. You may need to sweet talk them, or convince them otherwise.
http://www.pcis-studios.com/sketch/rmxp/deo/options.png[/img]
Sub-Options! Picking anything that will allow you to have other options (Such as Look…well, look at what?) will give you things you’re able to select in the text screen at the bottom. This is lifted from the Shadowgate type games, only removes the cursor from the game entirely.
http://www.pcis-studios.com/sketch/rmxp/deo/Menu.png[/img]
The Menu. Seems pretty basic, but it gets the job done. This is where you can use different items to defend yourself, restore lost health (If I decide to go that route in the finished product) and various other game related things. This is where you’ll also access the map, which is used to travel from location to location on the ship.
http://www.pcis-studios.com/sketch/rmxp/deo/Fight.png[/img]
Fight! Battles are the most unique aspect of this game. Again, this is taken from Radical Dreamer. Basically, you are presented with a number of options, and picking any one of them will have a certain effect on the outcome. However, while it may seem like a player could get all the ‘right’ answers to combat to survive each time, they can only progress in the game (And not die) after they unlock a certain selection that is specifically used to ‘defeat’ each enemy you encounter. Doing this is a large part of the puzzle of the game, and not doing it will ultimately result in certain death.