Would this be makeable and playable?

Coppernerves

  • Posts: 10
I'd just like to ask a quick question first: How much data is stencyl to download? At the moment I've got a limit of 12 gig per day.

A game I'd like to make one day is a birds-eye-view RPG where you play a foreign agent sent to a state to assassinate a general, then evacuate before the assassination is discovered and all the exits get closed down.

You would have time limits, but the time wouldn't pass on it's own, it'd be a resource you could spend or gain at various menus.

You'd have to spend it to take out-of-town paths and roads, wait 'till night or day, gain money, eavesdropped clues, and access to places through employment, make things in shops cheaper through bartering, craft items, and do anything else I care to think of.

Time could be gained by completing sidequests that speed up, or increase the resources to be gained in, the coming invasion, or by sending reports on the intelligence and tools you've gained and might use to take down that general.

There would be many tools, maps, and bits of intelligence to buy, steal, find, or make, and many ways to complete the main quest, which would all only use a fraction of the tools and info that can be gained.

The foci of gameplay would be investigation, exploration, planning, deception, a bit of simple combat requiring preparation and dirty tricks to survive, and maybe some stealth.

I'm considering setting it in the Mortal Engines universe, in a small traction city which  in the past was a town which got swallowed, but subverted Municipal Darwinism by conquering the city that swallowed it, thanks to the badassery and strategic brilliance of the target general.

You'd start in the Great Under Tier (the gut) disguised as an old-tech scavenger, and would have to gain access to higher tiers of the roughly pyramid shaped city in order to reach the markets, the airship ports, the general and so forth.

The above concept would probably be very complicated and unsuitable as a newbie project, so I'll take the crash course and try to get some XP first, but I'd like to know if it's practical with the resources available in stencyl, and whether it sounds worth playing once made.

Also does anyone have any good ideas for names? Hopefully something sincere avoiding the words Quest, Mission, Ninja, Agent, or Assassin.

vikingpotato

  • Posts: 852
First answer, Stencyl is about 2d Development. We don't usually reach the gig size in downloads... ever

Second, your concept is good, and of course starting with learning the tool is a good approach! I am not sure if ur game can be done 'with the resources available in stencyl'.. If you are talking about the non code part, art/sound/UI stuff i think you would be very very restricted

kehwar

  • Posts: 75
I'm really, really liking this idea, do you mind if i take it? (joke)
Yeah, stencyl's installer weights 59MB, resources may vary, but i don't think you will ever download 12 GB of it in just one day.
Seriously, get to work, can help in coding if you want.

Coppernerves

  • Posts: 10
Thanks for the coding offer, I've never done any before, I'll see about downloading and getting to work as soon as I'd normally be watching anime instead!

As for sound, art, UI etc, isn't it possible to make more and import it?

kehwar

  • Posts: 75
Yes, you can import sound and graphics to stencyl from your computer.

Coppernerves

  • Posts: 10
Handy, when you say help with coding, do you mean teaching me to code? or coding for me?

kehwar

  • Posts: 75
Mmm... dunno if i could "teach". Probably more like giving examples.
Coding for you? Already working on a personal project, wouldn't be able to commit myself to code it entirely. (Maybe in a 2-3 months? Man, i'm lazy)
I'm gathering from this you have no programming experience? Then you should focus on learning the basics (the crash course)
Personally i like learning like this:
- Download a game/kit/behavior
- Test it
- Understand what it does
- Read the code
- Understand how it does it
- Do it from scrath, try to make it better (more options/better perfomance)

Calix

  • Posts: 7
Mmm... dunno if i could "teach". Probably more like giving examples.
Coding for you? Already working on a personal project, wouldn't be able to commit myself to code it entirely. (Maybe in a 2-3 months? Man, i'm lazy)
I'm gathering from this you have no programming experience? Then you should focus on learning the basics (the crash course)
Personally i like learning like this:
- Download a game/kit/behavior
- Test it
- Understand what it does
- Read the code
- Understand how it does it
- Do it from scrath, try to make it better (more options/better perfomance)

I agree with what kehwar said. It's a very good way to learn the coding in Stencyl.

About your idea... It sounds really good, mate. Could be quite tedious to code right, but if it was done well, it could be a VERY good and entertaining game. Throw in some randomness factors in there such as random events that can trigger "for no reason" and can aid or hinder you, and it'd be even better and even more replayable. (I skimmed your post, as it's quite late where I am, and I'm tired, so I MAY have missed some mentioned things, and I apologize if you mentioned random events)

For the most part, if you're really stuck on a code, you can generally just post in the forums with questions and a detailed explanation of what the issue is, and someone should come to your aid in due time. Just, whatever you do, don't throw in the towel because the code is beating you, because this is a great idea and it'd suck to see it be aborted before it came to life.

« Last Edit: November 09, 2012, 02:40:30 am by Calix »