* Seeing as this thread is more about being a general idea that needs expanding than a thought out game concept, I decided to forgo creating a sophisticated title image. *OverviewI've always been a pretty big fan of the Fable series, and since I conquered the main quest in Fable 2 I've been batting around the idea of creating a game that takes place in the same universe. After a little more brainstorming, however, I decided that such a venture would pretty much throw said game into the much shamed bin of hashed fan games.
My method of getting around this? Creating my own damned universe. So that's what I did.
Story ConceptIn my initial brainstorming phase for this new game universe, I intended for it to be your typical "hero saves the world" kind of thing, though with a few gimmicks thrown in to make it seem less so. It wasn't until later that it donned on me that such a method just wouldn't be as original as I'd initially thought. After consulting my friend, Dr. Drawing Board, I came up with something that was far less "epic:" instead of saving the world, you're saving a friend. Once I had that down, I was able to come up with a simple story concept fairly quickly.
Due to unspecified financial trouble, the protagonist's family relocates to a small village situated atop a plateau. While there, the protagonist meets a girl named Scarlet. One day, the protagonist and Scarlet decide to go play around in the woods. While there, the pair is attacked and abducted by a group of bandits, and are sold to a slave trader. During the initial struggle, Scarlet is severely injured, while the protagonist is in reasonably good shape. Eventually, they manage to escape, but Scarlet is recaptured.
Twelve years later, the protagonist (now a young man/woman) overhears a conversation while at a tavern about someone named Scarlet. The protagonist marks this off as a simple coincidence. However, after the conversing pair describe her features, the protagonist immediately realizes that Scarlet is still alive.
From there, the protagonist embarks on a quest to find this lost friend, unaware of her importance in the world's destiny.
CharactersSo far, the only two characters I have sufficient information on are the protagonist and Scarlet. For the sake of being complete, I have included their profiles.
Name: Determined by player
Sex: Determined by player
Age: 12 - 24
Hair Color: Brown by default, can be changed
Eye Color: Green by default, can be changed
History: The protagonist was born twelve years before the start of the game in an unnamed province to the west. Due to financial troubles there, his/her family relocated to the village of Auburn, which lies at the foot of a great mountain. He/she befriends Scarlet Rhodes, a local girl.
Name: Scarlet Rhodes
Sex: Female
Age: 12 - 24
Hair Color: Brown-Red
Eye Color: Green
History: A young girl of twelve at the time of the game's opening. She has "brownish red" hair and green eyes. Her mother ran off with another man when she was an infant and her father fell off a nearby cliff when she was four while inebriated. Since then, she has been raised by her sister, Melody.
Game MechanicsI have gone to great lengths to cover what I believe to be a complete list of specific mechanics that need to be addressed before this game truly lives up to my vision. Due to some of these mechanics being of questionable feasibility in RMXP, I acknowledge that I may need to use something a bit more flexible, such as Game Maker. (The reason it's here is because my initial idea involved using RMXP.)
Good/Evil Alignment and the appropriate aesthetic changes *
Used for a little more customization
* May affect the types of quests you can take
* May affect how much money you get from selling items and how much some items costAlternating between Combat and Interact Modes *
May affect how villagers react to your presence
* Determines whether or not you can harm an innocent bystanderDetermining how many people are aware of your presence *
Determines if you're able to perform certain sneak abilities, such as pickpocketing or theftManaging Skills in a way that doesn't involve a ton of menus *
Aids in allowing for smoother battles
* Fewer menus is a perk.Item Crafting *
Reduces the need to buy things from shops.Item Augmenting *
Allows the player to augment weapons, armor, etc. for added abilities.
* Affects the selling price of said itemsI'm sure this list is bound to grow.
Depressing ClosureThis game is, quite honestly, a dream project of mine, and I would love to see it become a reality. Really, the main thing hindering actual progress is an overall lack of definition. I'm constantly coming up with new features I'd like to see, and only a handful of them are actually realistic enough to be done.
So, in the meantime I will continue to come up with different ideas for this concept of mine. You all can help me out by, well, doing whatever needs to be done.
Live long and prosper.
- Ryosis