Lady Tallowmere has begun expanding her empire.
Tallowmere II roadmap
15 January 2016 • Chris McFarland
A rough roadmap! Please note that planning is merely guessing. Things might change, but they're a good drive to help give future direction.
On the plus side, since I have at least finished and published a game before onto multiple platforms and have gained lots of experience from that, these plans should be more feasible and realistic. In any case, developing a game is challenging.
What will Tallowmere II have?
Scope is going to be big. Big equals fun.
On the guideline that if a game has a fun mechanic, Tallowmere II should have that fun mechanic as well, because fun is fun. The more fun the game has, the better.
With Tallowmere, using UnityScript was my biggest hindrance. Compile times to test out a single change were unbearably slow. But now I'm using C# and things are fast :)
Humans and creatures
Abilities and mechanics
One thing that irked me with Tallowmere was how every weapon had only one main mechanic.
I've spent a bit of time thinking about how Tallowmere II's weapons/abilities will be implemented.
There's generally two types of attacks in games:
Games also tend to have various ways of how a mechanic can be implemented:
Take, for example, Tallowmere's teleporting katana. You attack with the sword, and if at least one enemy is nearby, you teleport to one enemy at random and hit them. The mechanic here is "teleport player to nearby enemy".
Now what if this teleporting mechanic was applied to a ranged weapon? Could the teleporting effect be applied to the enemy it hits? Could the projectile have a chain lightning effect, that would chain to nearby enemies and teleport them as well? If said enemies had a chance to activate an ability upon receiving a hit, what sort of gameplay would that create? There's a lot of procedural effects I plan to make that should add heaps of fun experiences.
Should everything be tied to the current weapon you have equipped? Nah. Lots of games have spells and passives and consumables. Tallowmere fell a bit short in this regard.
Because lets say you had a spell that teleported you to a nearby enemy. It could have a resource cost, so it would have a limited use, and you'd have to wait for your mana to regen before you could teleport you again. This would force you to make a decision to use it or not. Or, lets say you had a potion of teleportation, which is merely a one-off consumable. You'd use it wisely!
So in terms of coding this, an Ability could be applied to multiple types of interactionables, resulting in various playstyles.
This got me thinking that Tallowmere II should have:
Some abilities will have a guaranteed mechanic, and others might only have a chance. Randomisation helps keep things lively.
I largely plan on keeping most enemies humanoid. This will allow me to create clothing variations at a high pace, while using the base human character model.
So, basic attacks are either melee or ranged... But throw in a spell, and suddenly the creature can do anything you can dream of.
I envision there will be one creature per ability. Now, elite variations... Enemies could take on new abilities to make their attacks harder against you. Maybe some elite enemies would have a small range of different abilities they could use, or their melee or ranged attack would be greatly enhanced. Should be fun.
Bosses are fun. They break up the flow of the general "grind".
Boss intros are a thing, and Tallowmere II will have them.
But will bosses just be like, "Oh hey it's a boss for no reason, let's kill it I guess?". Not this time around. Bosses will have stories tied to them.
For what's happening with Lady Tallowmere's dungeons these days?
So, there will probably be:
I will see about adding in some land control mechanisms, for a bit of a light turn-based strategy between your dungeon romps.
Town areas will most likely be semi-3D, allowing for interesting cutscenes and more immersion as you walk around. Dungeons will remain 2D.
Tallowmere had some progression, but it was very streamlined and the player didn't have choices about what they wanted to unlock when they leveled up.
Tallowmere II will offer the player choices upon leveling up.
There will probably be:
I plan to have a lot of classes with Tallowmere II. Classes can allow for different starting abilities, different perks suited towards certain abilities over others. The name of the game is to prevent incoming damage and deal damage when it's safe, so I should be able to play on different mechanics to achieve the same result. I still think your shield will be a necessity in most cases (I plan on having more homing abilities), but perhaps you could "dodge" an attack, or strike back to deflect an incoming attack. We shall see. In any case, shields will be in, and outgoing damage can be changed up for fun class variations.
I imagine clearing dungeons will not be super short but not super long either, so unlocking stuff will most likely come through clearing a dungeon. Perhaps killing a boss will unlock a new ability the boss was using, and that ability will then be available in the game's pool of available abilities that you can come across.
Character levels will increase, and NewGame+ will be a thing. Tallowmere II will have a completable story. Not sure if I will have multiple endings, but I will try.
In terms of gear, there will probably be:
For the most part, I am not planning on having weapons, spells, and abilities be able to level up. There might be exceptions, perhaps a potion or spell could allow items to be upgraded, or a blacksmith could help you with that. But as there will be lots and lots and lots of abilities, retaining one ability you love for the entirety of the game would get a bit boring, and eats into the whole "cookie-cutter" mentality where you only want one set of abilities because it's the best. So weapons/spells/abilities probably won't level up damage-wise.
As you progress, you'll come across new weapons and spells that will deal more damage than what you currently are using, and so you'll have to decide if the new damage (and whatever abilities it comes with) is worth upgrading to. Eventually if you're hitting mobs like a wet sponge, you might finally give in and change weapons. So this will be the trade-off decision-making the player will have to decide upon.
I don't plan on having gated bosses that require a certain amount of levelling or gear. Since you should be able to block every incoming attack, in theory there's no threat of dying ;) ;) ;) It's just a matter of how fast or slow can you dish out damage. Certain areas might be require a key or something though.
Item selection during gameplay
There will be defined slots for Weapons, Spells, and Consumables. I want the player to have to be holding an item in their hand to use it. However, this time around, you will have 3 designated slot arrays for each of the 3 types, so you can quickly cycle through each type's array using 3 different buttons or keys. Probably won't use a weapon wheel, but might have pop-up grid slots instead.
The UI will be scalable this time. Browsing inventory and spells probably won't take up the entire screen.
Tallowmere had couch co-op, but due to UnityScript sluggishness, I never got network multiplayer going.
However, since I'm using C# now and compile times are 7x faster, and I know now that it is much better to implement networking code earlier than later, and since I've successfully created a couple multiplayer prototypes last year, I am confident Tallowmere II will have network multiplayer.
Pets and companions
Little creatures following you around and helping you out are cool, so I'll be adding these for sure.
There's a part of me that wants to create a turn-based pet battle system for a laugh, but I don't know how it would slot into the core story. Might be a side thing, because why not. If anything, doing turn-based pet battles could unlock tokens that could unlock new story endings, and/or perhaps grant you new gear upon winning. Probably not a high priority, but we'll see.
Tallowmere 2 © Chris McFarland 2016