aparrish: (Default)
The following is an excerpted and slightly edited version of my reply to a thread entitled "Why do people like RPGs?" on the Penny Arcade forums. I didn't get many responses (except for someone claiming that "the core mechanic [of an RPG] should be actual role-playing"), so I'm reposting it here. I'm interested to hear the thoughts of the (many) game design-literate folks who read this LiveJournal. Am I completely off-base? Can I refine this idea somehow? I feel like my basic thesis is right, but that I'm not quite capturing all of the particulars.

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aparrish: (Default)
I made a game for the TIGSource Procedural Generation Competition. It's called Legend of the Tomb of Fate, and you can download it here: Python source for Mac/Linux or Windows executable. There's a little bit of discussion about the game happening on the TIGSource forums.

I've posted more information here, but here's the basic gist: it's an old school BBS door-style RPG (think Legend of the Red Dragon meets Etrian Odyssey) in which almost all the content is procedurally generated: enemies, weapons, armor, elemental affinities, and so forth. They're all generated randomly as you play, so no two playthroughs are the same. There are lots of bugs and unimplemented features, but it's definitely playable (and winnable).

So give it a download and tell me what you think! Here are some screenshots:

Title screen

Battle engine (it r0x0rz y3r s0x0rz)

Procedurally generated elemental affinities

March 2016

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