Sands of Space RPG

Discussion in 'General Gaming and Hardware Forum' started by dmonin, May 17, 2018.

  1. dmonin

    dmonin Indie developer

    May 2, 2018
    Hey guys,

    I'm working on my old school RPG with turn based combat - Sands of Space. It will be with open world and really inspired by classical RPG Fallout 1 and Fallout 2 and Underrail.



    The plot of the game takes a place in alternative future of the 1980s. Active space exploration in progress. Large corporations are colonizing planets with minerals resources instantly turning them into mining towns-colonies. Some of them grow into huge mega-cities, while others become abandoned ‘mines’. The more valuable mining, the higher a military conflict between corporations can be. This is exactly what happened, on the once prosperous Trappist-1 h. It's believed that there was one of the biggest military clashes between corporations, with the latest military technologies and weapons of mass destruction. After destructive bombardment and using of toxic gases in cities and colonies, flared the disease, called – ‘scarlet plague’. It’s not known what the catalyst of the plague was - war or incorrect terraforming.

    There only thing we know that the epidemic led to an irreparable genetic mutation and there is no cure yet. The planet was immediately close to the ‘star’ quarantine. Those people who could – escaped, but it wasn’t so much of them.


    Artifact hunter's spaceship ‘Nebosvod’ type 1M1, during a long flight, with a valuable cargo on board, crashes on the planet Trappist-1 h. Getting into a closed and cruel world, standing in the ruins of corporate wars, the main character is trying to get out of this trap.



    1. Open world in a post-apocalyptic atmosphere, abandoned bunkers, spaceships, caves etc.
    2. Character customization (stats, skill, feats)
    3. Turn based combat. Weapons, energy shields, psi abilities, implants etc.
    4. Mutants, androids and other creatures

    Vids:



    And here some screenshots:












    You can check out my IndieDB page: http://www.indiedb.com/games/sands-of-space-turn-based-rpg
    And youtube channel: https://www.youtube.com/channel/UCGQvwT3pajRYZfTn0qcvU3g

    Is that ok if sometimes I will post here some news and updates? :D Thanks!
     
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  2. Proletären

    Proletären Still Mildly Glowing

    Mar 15, 2012
    Will follow with interest! Welcome!
     
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  3. dmonin

    dmonin Indie developer

    May 2, 2018
    Hi guys!

    Thank you for supporting!

    And I just want to share some game mechanics with you.

    Archetype:

    Also you can see my draft of base abilities and skills. It's *not* a final yet and could be changed. But I can say for sure no Charisma will be.

    You know, in general - the concept of ‘Charisma’, as for me, quite loose. If one of the person is considered charismatic for a couple of others, then it's not a fact that he will be charismatic for everyone else. With these thoughts, I decided to add such a thing as - the archetype. And now a little bit more details – how this parameter will change a role-playing component of the game.

    At the moment I’m planning to introduce seven archetypes:

    1. Cop
    2. Corporate
    3. Dealer
    4. Techie
    5. Nomad
    6. Solo
    7. Anarchist


    On these archetypes will be based mechanics of how other NPC will relate to the player. For example, playing as an Anarchist type, the player will feel strong pressure from local 'cops' (I mean local representative of the law). But at the same time, the player will be easier to communicate with the underground. This will bring the variability of the getting the quests and completing them.

    Small demo: different archetypes can get the same quest 'Find a murderer of Lora' in the city Dark Water's Peak but its gonna be in different ways

    1. Cop archetype, with positive karma, gets a quest from sheriff to find a murderer of a local prostitute - this is the role of a good cop.
    2. Anarchist archetype, with any karma, will be arrested on suspicion of the murder, and he has to escape from the prison and prove his own innocence - this is the role of a scam/punk.
    3. If player has negative karma and Cop archetype, then he gets this quest only by finding important clues or information about it - this is the role of a bad cop.

    And here, I guess, comes the question: there are will be some quests that are available to this or that archetype? The answer is – not exactly, but there will be certain nuances: if the main character is Nomad but has high Repair skill, then the probability of getting the quest 'Repair of the air purifier' in Vetrograd is very high.

    IFS stat:

    And as you can see there two progress bar next to the player picture - red one and violet one. So the violet one is a IFS indicator. Whats this mean? Survival, mf, it is!

    That's my from my WIKI:

    Game mechanics and specification\Progress bar ‘IFS’ - additional factor affecting on the combat

    Name: IFS stats which characterizes the ‘morale’ – player’s intoxication, fatigue and so on
    Value: from 0 to 1 fractional. For example: 0.01, 0.15 and so on
    Description: IFS Intoxication/Fatigue/Spirit

    This stat grows up with multiple battles without rest, when receiving damage from heavy weapons (grenades, machine gun, etc.) and also from taking any painkillers that raise health during the combat (intoxication). Its growth is affected by almost everything that does not calls as 'peaceful' actions. The higher value then chances of getting a critical action is higher (fall, or drop weapons, shoot yourself in the leg). Also, the probability of a miss will increase.


    Can be removed only by going to the Doctor or by using stats 'Medicine', sleep-rest, gambling, relaxing with girls (or boys as you wish) or by using medbot camera.


    And WIP - one of the details of buildings. Those heads will be on corners of some buildings . I think it's gonna be more interesting. So I'm planning a lot of statues.






    Thanks!
     
  4. SuAside

    SuAside Testament to the ghoul lifespan
    Admin

    May 27, 2004
    Neat!

    Keep us posted on your progress.
     
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