Hello!
I’m about as new as can be here, but I’m really excited to find an active community for this medium! If you’d like to hear more about my creative backround please feel free to check out my reply in Introducing Ourselves. I’ve been lurking here and researching elsewhere for the past few days and frankly I’m very overwhelmed with all there is to learn haha, but it’s so cool to find so much developed theory and discussion around IF as a genre.
Posting in general because I’m not 100% sure where this kind of post would normally go, my guess was Authoring - General Design Discussion but I didn’t want to presume.
Anyway getting right into it, I need help picking a dev system that would suit the needs of my project.
The Concept:
A survival RPG that mainly takes inspiration from Metro 2033, Sunless Skies, Kenshi, Dwarf Fortress, and Oregon Trail.
The year is 20XX. The bombs landed long enough ago that a generation of children have been born, grown into early adulthood. Most of them have never seen the sun. When the bombs fell the only survivors where those who we’re already underground, and in the city of Dansk, for most of those few souls that was in The Dansk Underground Metro System, AKA, The DUG.
You are a merchant who makes a living running your wares between stations. The work is perilous, you contend with being shot at by brigands and railwaymen, dodging the toll collectors and draft catchers employed by the larger factions, feral and unnatural mutated wildlife, or worse still, the things that the raving mad preach about in bars across The DUG, if they’re to be believed that is.
Plan accordingly, spend wisely, step lightly, and above all else, ride fast, as you try and survive, The Underground.
I started this project thinking it was going to be a boardgame but as I kept writing lore and ideas for gameplay I realized this was growing waaay too complicated for that. I kept chewing on what I could do with the work I had done because I didn’t want to cut it back to fit the boardgame mold, then I started to consider a text adventure and that was 3 days ago and now I’m here.
Admittedly I am profoundly early in the process of developing this into something real but I’m far enough along that a roadmap is starting to coalesce, and I’d like to avoid as much backtracking down the line as I can.
What I need from a dev system:
- Trade Systems:
- A huge part of the game is the trading, it’s how you make your living, and so it’s how the player character survives. This includes:
- Inventory Managment for the PC and their freight
- Economy tracking: Some stations have valuable or unique trade goods that other stations will buy at a profit. This also potentially includes a scarcity mechanic where if a station is flooded with a certain trade good, or deprived of it, the value of that good changes to reflect that.
- Barter systems; there’s no centralized currency in the DUG, most purchases are made with high value or useful items such as Military Grade Ammuntion, Moonshine, Favors. A way to track the relative value of each of these compared to one another.
- A huge part of the game is the trading, it’s how you make your living, and so it’s how the player character survives. This includes:
- Character Building:
- Not nessicarily a linear leveling system, but systems to track the skills the PC / others in their party have aquired.
- Reputation System: A way to track the reputation the PC builds with the different factions, but also individual unique NPCs throughout the world.
- A Living World:
- The choices the player makes should affect the world around them. If they supply arms to one side of a confict, that should not only effect the chances of that side winning, but also how the PC is treated post conflict regardless.
- Potential Future Ideas:
- Some bigger strech goals could include some rudamentary graphics, multiplayer funtionality, or some other things I can’t remember right now.
These are the main functions I’m looking for. I mentioned a roadmap earlier; the first things I’m looking to build out are just the rudamentary basics of the above:
- Basic Character Creation: Name and starting stats
- Basic Markets: Purchasing and Selling Trade Goods and Supplies
- Travel: A Map with various routes of travel between stations
- Encounters: Random encounters such as “Attacked by brigands on Z-Line” or “Pickpocket at Station-Y”
And once I have those basics down growing into more advanced mechanics such as:
- Hiring guards for your tram
- More involved encounters such as “Side Job: Deliver a Package to Clandestine McSuspect at the next depot” or “the way ahead is blocked, we need to detour”
- hunger / survival systems
- unique NPCs
And eventually down the line get to the more big scary systems like the Living World mechanics above, which as I’m writing this I realize also includes the scarcity system I mentioned in Trade Systems.
Anyway wow that turned into a much longer post than I planned I hope this is received well lol. Can’t wait to hear peoples thoughts on what dev tools would work best or if I should even be making an interactive fiction game with this, perhaps there’s some other medium that y’all think would work better but I hope I’m on the right track here lol.