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- Engine name: Xhads, Xaemes, Robovic, Ognjen, Xolatile, Xngine, Xore, Xero, World...
- Game name: EAX, Chads of Might & Magic, Chads, Unumis, Haen, World, Armageddon...
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- Imp campaign names: Horned Maiden, Gentle Flower, Silent Autumn (always keep 2 words, 6 characters each...)
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- Inspiration:
- Cube
- Heroes of Might & Magic 2
- Heroes of Might & Magic 5
- Mount & Blade
- Age of Mythology
- Age of Empire
- Age of Wonders
- Dungeon Crawl Stone Soup
- Angband
- 0 A.D.
- Battle for Wesnoth
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- Development:
- Keep the main gameplay simple, like Heroes of Might & Magic 2, but add a lot of various content to potentionally enchance the play time.
- Pixel art (for now), 16x16 base size, modular game engine that'll support future use of any arbituary sprite size.
- World overview, similar to medieval maps, except that buildings and chads will be previewed on it, similar to single trees on those maps.
- Certain entities trigger an event, like chad going to foe tile to go to the battle screen, or friend tile to trade or negotiate.
- 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.
- 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:
- 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.
- You can make buildings like in Age of Anything, directly on the map grid, and align them perfectly due to game being tile based.
- You can recruit soldiers, which start as mere peasants, like in Mount & Blade, and they progress by equipping themselves and killing foes.
- 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.
- Each soldier in your army have his own equipment, and the amount of soldiers you have depends on your population and leadership skills.
- Each menu has sub-menus, if needed, and description of what something does, this may potentially replace making a tutorial.
- 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...
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