All my games have been…”re-imaginings”, if you will, of games I’ve enjoyed in the past. The problem I had with Planitia is that it’s going to be so obvious that I’m drawing my inspiration directly from Populous II. But I just need to come to grips with the fact that I am not a brilliant designer, and the games I want to make tend to be similar to games I’ve played in the past and enjoyed but can no longer really enjoy, for one reason or another.
The interfaces for the early Ultimas frankly sucked, and getting them to run nowadays is a pain. I tried to fix that with Inaria.
Populous II had some problems with both its interface and how the player progressed through the game, and getting it to run nowadays is a pain. I’m trying to fix that with Planitia.
Ultima VII was a 3D game presented from a 2D standpoint, which created some design problems. Its inventory system was one of the worst I’ve ever seen and its combat was mediocre at best. And getting it to run nowadays…you see where I’m going. I’m going to try to fix all that with 3D RPG That Really Needs a Name.
And after that it’ll probably be an action game of some kind.
I have always been a big Wizardy fan, from the Apple ][ days. I played Wizardy 1 and 2, but never really got into any of the others. Recently, I found a copy of Wizardry 8 and have been giving it a whirl. It is a bit out dated by today’s standards, but I am finding it rather fun. Your background with games seems much more extensive than mine, but you may want to check it out for your 3D RPG mentioned above.
As much as possible I’m keeping Enlightenment in 2D. Mainly because I can’t afford the cost of 3D art, but also more because of the design of the game itself..
I’ve got a game idea, and I’m writing out a design doc…
It is within our reach even, but just a the edges. It is a really good idea, and unlike anything else out there. My friend at Valve has offered to do art if I stop talking long enough to actually start making games.