Even if my daily work those past months lies in the training / serious VR industry, i’m still a gamer and gamedev at heart, and sometimes i miss high scores, blood splatches and magic explosions particles. Thus, in my free time rather then spending too many hours of my time at Portia, i’m up to the challenge of prototyping a crafing / farming RPG…for mobile.
The 3 C’s of Game design: Character Camera Control
When we speak of games, we mostly mention high level features and concepts. But at it’s core, a game will feel right or not from those three basic and fundamental features.
- How do we control our avatar.
- How and from what angle do we see the environment.
- What can we do with a controller in hand.
In my case, i went straight to a Top-down 65° view since a mobile screen is not really suitable for free form camera and will add another control in a screen where space is a scarce resource. As for locomotion, IK and animation retargeting let me use nice height-based features such a climbing and stepping over ledges. Feature wise, moving, dodging and interaction (here attacking) are enough for me at this stage.
Drop, Equip, Attack
Well, you can’t use the term RPG without having proper inventory and equip features. while i don’t have the system implemented right now, i should anticipate and made weapons equippable (either by being instanciated and equiped via script, or from the environement).
Next step will mostly covers a grid based inventory, and triggering equippables or consumables from there.