#TheWilderness Project
Disclaimer: I've seen many getting confused, so I will clarify here. I am NOT making this game. It's just ideas for what could be an interesting concept if executed well.
Edit: From feedback in this thread itself, I have trimmed a few features to prevent this from being a bloated mess.
Hey, GAF, earlier today, I posted this in the RPG Maker forums, but the forums are so slow that I just couldn't wait anymore. So I basically copied and pasted it here.
Before I begin, I should clarify that these are simply ideas for a project in my mind. Why? Because the scope and ambition of this project is simply too risky for even the biggest studio now. It would be nice to get feedback regardless.
First off, a short introduction of the setting of this project. A tropical island set out in the Pacific Ocean cut off from the rest of civilization in the 1800's. The island has been isolated for hundreds of millions of years. As such, dinosaurs were able to evolve and become even more fearsome creatures. Ice Age animals were also able to survive extinction on the island. Think of it as being inspired by Skull Island from King Kong.
Now, some key features of this project:
-Open world RPG
-530 sq. miles map
-Tropical island setting with jungles, swamps, grasslands, oceans, mountains
-Dynamic ecosystem with prey-predator interactions
-Over 35 species of wildlife, consisting of dinosaurs, Ice Age mammals and modern day animals
-Dynamic day and night cycle
-15 different tribes
-Several villages and towns of various sizes
-Complex dating system, leads to marriage
-10 bachelorette to choose from, each with different backgrounds and personalities
-Explore dungeons and mines for ores
-Dialogue system
-Combat system involving humans and animals
-1800's weapons, including swords, spears, bows and simple bombs
-Simple, yet effective crafting
-25 hours long main quest line
-60+ side quests, over 50 hours gameplay
-Mounting and taming system
-Form hunting parties
There are some other features I'm still planning out and will post if this thread gets enough replies. Criticism is more than welcome.
Just to add, obviously there are heavy inspirations from other games such as Harvest Moon, The Witcher 3 and Far Cry Primal
A mod can move this to the right place if gaming discussion is inappropriate. I'm not even sure where to post this.
Edit: Since the main criticism of this thread is how barebones the OP is, I've decided to use my later elaborations of the mechanics in the OP, so most people can picture it better.
A bit of clarification on the genre:
More info on the tribes and bachelorettes:
More info on the ecosystem:
More info on the map and the chosen size:
More on the combat and weapons:
More info on hunting parties:
Why risk your life and others for meat and hide? Well, meat and hide can be sold to merchants in towns and villages for money. In turn, money can be used to purchase higher grade weapons and clothing. On the other hand, meat can be used as a source of food for healing and hide can be used for crafting.
Disclaimer: I've seen many getting confused, so I will clarify here. I am NOT making this game. It's just ideas for what could be an interesting concept if executed well.
Edit: From feedback in this thread itself, I have trimmed a few features to prevent this from being a bloated mess.
Hey, GAF, earlier today, I posted this in the RPG Maker forums, but the forums are so slow that I just couldn't wait anymore. So I basically copied and pasted it here.
Before I begin, I should clarify that these are simply ideas for a project in my mind. Why? Because the scope and ambition of this project is simply too risky for even the biggest studio now. It would be nice to get feedback regardless.
First off, a short introduction of the setting of this project. A tropical island set out in the Pacific Ocean cut off from the rest of civilization in the 1800's. The island has been isolated for hundreds of millions of years. As such, dinosaurs were able to evolve and become even more fearsome creatures. Ice Age animals were also able to survive extinction on the island. Think of it as being inspired by Skull Island from King Kong.
Now, some key features of this project:
-Open world RPG
-530 sq. miles map
-Tropical island setting with jungles, swamps, grasslands, oceans, mountains
-Dynamic ecosystem with prey-predator interactions
-Over 35 species of wildlife, consisting of dinosaurs, Ice Age mammals and modern day animals
-Dynamic day and night cycle
-15 different tribes
-Several villages and towns of various sizes
-Complex dating system, leads to marriage
-10 bachelorette to choose from, each with different backgrounds and personalities
-Explore dungeons and mines for ores
-Dialogue system
-Combat system involving humans and animals
-1800's weapons, including swords, spears, bows and simple bombs
-Simple, yet effective crafting
-25 hours long main quest line
-60+ side quests, over 50 hours gameplay
-Mounting and taming system
-Form hunting parties
There are some other features I'm still planning out and will post if this thread gets enough replies. Criticism is more than welcome.
Just to add, obviously there are heavy inspirations from other games such as Harvest Moon, The Witcher 3 and Far Cry Primal
A mod can move this to the right place if gaming discussion is inappropriate. I'm not even sure where to post this.
Edit: Since the main criticism of this thread is how barebones the OP is, I've decided to use my later elaborations of the mechanics in the OP, so most people can picture it better.
A bit of clarification on the genre:
It would be kinda hard to pinpoint the specific genre, since my scope seems to be encompassing several aspects from a few genres. Hell, the 'dynamic ecosystem' may as well spawn a new 'ecosystem simulator' genre entirely. But to simplify, I'd say by and large, it is an RPG more focused on action. Exploration is entirely up to the players.
More info on the tribes and bachelorettes:
I always pictured them as groups of people with different ethnics and economical lifestyles. For instance, one tribe who make their living of hunting animals are nomadic by nature and are typically temperamental. On the other hand, another tribe that trades materials with other tribes are wealthy and live in a massive city. As such, the personalities of the bachelorettes reflect the tribe they come from. I haven't thought of the story, but I've been thinking about rivalry among some of the tribes and it's up to the player character to quell it or pick a side.
As for the large theropods levelling the towns, I think it could work as a randomized event and the player will be notified when checking the bulletin board. This would then work as a side quest. The towns don't have to be fully destructible. Just as long as some random villagers are being tossed around and eaten, I think that will suffice. Anyway, if the player fails, the town and its villagers are desolated. In the grand scheme of things, the bachelorette will be unavailable and the tribe won't be involved in the main story line, in which they could be helpful or enemies.
More info on the ecosystem:
The 'dynamic ecosystem' bit is probably the most complicated and ambitious part, though. I always wanted a game where the animals react realistically like they would in the wild. I will describe another example to try and re-illustrate my point. A pack of raptors slowly stalk a lone bull mammoth. When they strike, they work in unity as a pack. Dynamic is probably not the right word to describe it. Basically, animal behavior in a living, breathing world as in real life.
Think of the past few Far Cry games. They have a fairly simple ecosystem with predators hunting prey and all. Well, imagine it taken to the next step. What if you have all that but further expanded? I would think of it as being part of a National Geographic documentary. You can watch as a Tyrannosaurus ambushes a pack of wooly mammoths for instance.
More info on the map and the chosen size:
However, the world of my dream project is very different from the world of The Witcher 3. The latter is mostly focused on the rural areas and large cities. The monsters are just sort of there for Geralt to do his thing. He is a monster slayer for hire after all. The monsters have no special place in the world. On the other hand, my project is filled with many species of wildlife and they all form a ecosystem. They are not there just for the sake of it, they are there to make the island feel like a wonderful but dangerous place to explore. I don't mean to be bringing up examples again, but if you watched King Kong, just imagine Skull Island which you can explore. If the world was considerably smaller, I feel it would diminish the immersion of being in a living, breathing world.
Exploration is entirely up to the players. There are many interesting places to find and each sector of the island is filled with species not found elsewhere. Take for example the Allosaurus. To avoid the larger predators, Allosaurus mostly resides in the jungle areas, where it uses ambush attacks on prey. However, players are not forced to explore the island if they choose not to with the exception of quests.
Think of Just Cause and its sandbox design, but this encompasses animals in a sandbox.
The villages are mostly basic wooden houses while only the large cities are brick structures.
More on the combat and weapons:
As for guns, remember that the tribes are isolated from the rest of the world, so their technology is primitive.
As for the combat, my vision is more melee focused. Different weapons have different attributes and are more effective against certain enemies. Swords hit hard and fast but axe hit harder but slower. Bows are handy to kill smaller prey from range and are the only logical way to bring down a Tyrannosaurus aside from spears and bombs.
More info on hunting parties:
Hunting parties are formed to take down animals which are otherwise too difficult to take down on your own. Examples would be large theropods like Tyrannosaurus and Spinosaurus or the huge sauropods like Brachiosaurus. Before other members will agree to even join, they will request for a significant amount of the cut. You are then given the choice to agree if you find it reasonable or bargain if you find it outrageous. Why risk their lives you ask? Well, meat and hide can be used for food or sold to merchants for a high price. That's how one of the tribes, the hunting tribe live.
Why risk your life and others for meat and hide? Well, meat and hide can be sold to merchants in towns and villages for money. In turn, money can be used to purchase higher grade weapons and clothing. On the other hand, meat can be used as a source of food for healing and hide can be used for crafting.