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UNNAMED ACTION RPG

This game is still in an early prototype stage, but I'm keeping it in the chamber for when I get an itch to work on something 2-D or mechanically complex again. I'm inspired greatly by Dark Souls and related games on this one. I feel that the vast range of weaponry and stat builds one can utilize in those games allows for immense replayability. This is something I want to emulate with this project. I've established infrastructure to add all manner of weaponry, from simple swords and bows to grenades and guns.

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The player has just killed a monster and is gathering the spoils

Additionally I have something of a jobs system planned in the style of the Final Fantasy games. Players' abilities are governed by base statistics, and to adopt a specific job there will be stat requirements. Once the job is taken, the player will gain a boost to some of their abilities, access to special abilities related to the job, and ability to use weapons related to that job. I also have a tree planned out where some jobs are more complex and require training in previous jobs to take. Examples of these jobs range from simple warriors and mages to monks, plague doctors, and the enigmatic Fool.

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A jaunt in a homely tavern

The style I've chosen for this game is directly inspired by Super Mario RPG and other games of the era that utilized prerendered 3-D models for their sprites, such as Donkey Kong Country. I don't see this style being utilized all that often in the indie gaming sphere and to me it exudes a very unique charm. It's also very useful for speeding up the asset creation process. As much as I enjoy drawing sprite art by hand, it is incredibly time consuming, especially for a solo developer. Making a single 3-D model that can be posed for every new sprite and rendered makes the process go by much quicker.

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The general style