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@@ -16,4 +16,23 @@ Inspiration: |
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0 A.D. |
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Battle for Wesnoth |
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Development: |
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Keep the main gameplay simple, like Heroes of Might & Magic 2, but add a lot of various content to potentionally enchance the play time. |
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Pixel art (for now), 16x16 base size, modular game engine that'll support future use of any arbituary sprite size. |
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World overview, similar to medieval maps, except that buildings and chads will be previewed on it, similar to single trees on those maps. |
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Certain entities trigger an event, like chad going to foe tile to go to the battle screen, or friend tile to trade or negotiate. |
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Menus and UI system in general needs to be robust and intuitive, LMB to open, RMB to close and MMB to toggle-preview the menu. |
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Battles happen similar to Heroes of Might & Magic, on tile based fiend, but each soldier is rendered, and they have attack formations. |
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Gameplay: |
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You are chad, hero of some faction, and it is your destiny to bring the glory to your race, like it is with every real chad. |
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You can make buildings like in Age of Anything, directly on the map grid, and align them perfectly due to game being tile based. |
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You can recruit soldiers, which start as mere peasants, like in Mount & Blade, and they progress by equipping themselves and killing foes. |
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You can trade in your own village or city, make trading routes with other factions, loot other villages or explore ancient ruins. |
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Each building can have potential menu when you "enter" it, to buy, sell, craft, explore, negotiate, view, etc. something. |
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Each soldier in your army have his own equipment, and the amount of soldiers you have depends on your population and leadership skills. |
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Each menu has sub-menus, if needed, and description of what something does, this may potentially replace making a tutorial. |
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Each map is connected to one or more other maps, which is the world, and you can access different parts with portals, routes or docks. |
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More documentation to come... |