I gotta say, I'm not a dev or an artist, but I'm starting an open world game called Warbands in which anything can change for better or worse causing branching effects and creating different opportunities. Like say a long-standing empire fell, sending hierarchy's fleeing with riches. This attracts mercenaries scouring the lands in pursuit with maps provided by their sources. You can brutally rush their caravans or slip an agent in and use a document forger, then swap the map with a false copy. Additionally empires represent Gods who may ravage things if they become too one-sided.
Conceptually the combat will be side-scrolling, using random generation for deep exploration and unique instances, uncertain on town interactions for now. I need general advice on how to approach this thing though. What's the easiest way, what are the best options for a combat system, effective design, examples I can work with, stuff like that I guess?
I just started the art but here's some random concept stuff made in paint Ya that one lol http://imgur.com/w8vW5yG
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