3D isometric procedurally generated open world roaming brawler with permadeath ... there probably should have been some commas in there ...
I'm Steve_Yorkshire an indie dev who has spent the last 2.5+ years making Airship Dragoon [blatant_self_publicity]Greenlight Votes Appreciated[/blatant_self-publicity] which is an X-Com/UFO/Julian_Gollop style steampunk turn-based tactics game featuring procedurally generated campaign worlds with tons of randomization and emergent gameplay.
I've never entered a game jam before, but having just shipped the v1.4 update of Airship Dragoon this week, I figure that "a change is as good as a rest". I've had an idea for an open world, procedurally generated, roaming brawler for a while, and so intend to use #7DRL as the impetus to knock out a tech demo of the idea. I'm going to reuse my character models from Airship Dragoon, and hence came up with the rather obvious title of Airship Dragoon Rogue.
- Procedurally generated world made from modular meshes.
- World fully resets on player permadeath.
- Enemy Ai.
- 3 classes of player/Ai: stealth, fighter, tank.
- Randomized placement of items, weapons and enemies.
- Light and heavy attacks. Heavy attacks force the player to stop, light attacks can be used whilst moving. KungFu does more damage than weapons, but weapons have greater reach.
- Stealth mechanic with randomized "shadow" areas, why put yourself in danger when you can sneak by?
- Additional randomized mission based objectives given by friendly Ai (steal itemX, assassinate enemyY, got to placeZ) which fill up a percentage bar to complete the game.
- Engine: Open Source Torque 3D (off github)
- 3D: Blender
- 2D: Gimp
- Character Models are being reused from my existing indie game "Airship Dragoon".
- Animations are to be taken from existing libraries I have licensed.
- Some audio will be taken from existing libraries I have licensed, the rest will probably be badly created in Audacity.
Anyhow ... that's the concept ... and we'll see how it goes over 168 hours.