Character Creation


This is not a final version.  I'm still working on it.  I'm hoping to make the interaction with attributes and skills more intuitive.  I just wanted to show my progress so far.  Here you can see that the basic mechanics of character creation is in place.  Users can assign points from the character's Attribute and Skill pools.  And you can set your character's portrait.

You have a selections of 60 portraits all of which are animated to give them a touch of life.  These are all new portraits.  I had to expand my prior palette slightly to accommodate the variety of characters.  

Serpentime Character Creation from Redspark on Vimeo.

Still left to do:

  • Attribute and skill modification needs to be more intuitive.  Possibly add Plus / Minus buttons when cursor is hovering over them.
  • Auto assign points for those who want to get started right away.
  • Add a visual indicator to the selected portrait to show which character you are editing a little better.
  • Maybe even some character voices at some point.

Any questions or appropriate suggestions are welcome.  Thanks for stopping by.

Redspark

Comments

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i'm glad to see your progress.

What ratio between combat, adventure and other parts of the game are you going for?

How early and how are you're going to playtest things?

Did you consider playtesting your game in a ttrpg mode?

I've recently learned that if not for the licensing issues than early Fallout games would use GURPS for example.  There's also Cyberpunk, heavily based on ttrpg. Nothing can replace playtesting, as far as I can see, and this kind of is in many ways very effective and the most human.

I'm very happy with my dive into the ttrpgs' realm and I wonder how early other solo devs can playtest things they're putting into the game. Feedback from players at the table is direct, spontaneous, instant. Sometimes I spend more time taking notes than I've spent playing, but feels worth it.

Thanks.  I should be posting an update that showcases the dungeon view of the city soon.  Still a long ways away from being playable though.  I will eventually put out a call for play testers to test everything from the gameplay to just hammering at the interface to see if they can break it.

The mechanics that I'm currently using are from an open source table top set of rules with some very minor modifications.  These rules have been around for a couple of years with good reviews so I consider them fairly well play tested from that viewpoint.  But how I employ them in the game, will definitely have to be play tested.

I consider combat just another option in solving a puzzle and the RPG rules reflect that.  It maybe that the player would be better off avoiding it altogether and use their heads.

The ratio of combat to adventure will be dictated by the story.  There wont be puzzles that don't make sense for the situation and that includes combat.  I will do everything I can to respect a player's time by using fast travel features,  efficient turn based combat and streamlined dialogue.  But I still want to tell a good story.

If you have ever played a game by Spiderweb, I'm aiming for something a little less involved than their stories but something similar.  I always loved their work.