Friday, June 11, 2010

HeroCrawler

Okay, I said I was working on a new project, this is it. HeroCrawler. Hero Crawler. Hero Crawler: Adventuring Agency.

The name is not totally nailed down, just close. But, that's not the point here, really.

HeroCrawler is a game with a simple premise. You have a group of heroes under your control, you have a (not randomly, but) procedurally generated map, and you set loose your heroes to collect as much treasure as they can carry from within.

The idea came from, interestingly, raindrops in a game I talked about a while back, Paradise Island. The raindrops fell from the sky, hit the ground, and randomly moved left or right each time they struck, until they enter the sea, or a pool.

So, in a similar style, the heroes arrive, and descend, but unlike the raindrops they both know where they're going and then come back up afterwards.

Unlike Tinyworld, this game has a defined ending. As you collect all the treasure from dungeons across the world map, your party gets stronger, eventually strong enough to conquor a super dungeon. The specific goal of that dungeon is still in the air, but there are three sub-goals, one of which is defined as most important at the start of the game. There's collecting an artifact, conquoring all the map, and... probably amassing a certain wealth. Once those are done, you get legendary hero characters related to those quests. The most important one of them actually unlocks the final dungeon, and when you beat that dungeon you win. Probably there's a specific evil monster at the bottom of the dungeon - though that goal isn't decided yet either.

I've got a good chunk for the game ready already - I'll be talking about that as I get even more on it done. Sounds awesome.

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