Takeoff345
Member
hi im making a game. the current working title is fivepoint and dear lord i need attention so im gonna talk about it and also answer any questions and ALSO show off my work when i do something cool
fivepoint is a turn-based strategy RPG where you're always cornered and time is always ticking. it encourages quick thinking and repeated practice fights against enemies to get managing them down to a science as you push onwards from place-to-place. outside of safe areas, a timer is always counting down, in and out of battle, even inside your menus. if it hits 0, game over. back to the town you just left.
enemies exist in 10 "cells" surrounding the party, and can move among them to avoid threatening attacks or attempts to flee the battle. but you can use this to your advantage, with a wide array of spells to change their movement behaviors or simply just move them yourself; attempting to either kill them or clear a way to escape the fight. escaping is good, and encouraged - time is precious, after all.
ive been working on this for roughly a month now and it's basically all i think about. i'm primarily working on programming a battle test, that'll let me experiment with the systems and balance everything. the story isn't the most fleshed out, but like every indie game post-ddlc and undertale it's legally required to have an overly complex metanarrative, and i have Ideas(TM). but this is my first game of any scale larger than a text-based adventure for a programming class, so i'm trying to not make the project too ambitious lol
i will yap about what i've done so far but feel free to ask questions or give feedback
fivepoint is a turn-based strategy RPG where you're always cornered and time is always ticking. it encourages quick thinking and repeated practice fights against enemies to get managing them down to a science as you push onwards from place-to-place. outside of safe areas, a timer is always counting down, in and out of battle, even inside your menus. if it hits 0, game over. back to the town you just left.
enemies exist in 10 "cells" surrounding the party, and can move among them to avoid threatening attacks or attempts to flee the battle. but you can use this to your advantage, with a wide array of spells to change their movement behaviors or simply just move them yourself; attempting to either kill them or clear a way to escape the fight. escaping is good, and encouraged - time is precious, after all.
ive been working on this for roughly a month now and it's basically all i think about. i'm primarily working on programming a battle test, that'll let me experiment with the systems and balance everything. the story isn't the most fleshed out, but like every indie game post-ddlc and undertale it's legally required to have an overly complex metanarrative, and i have Ideas(TM). but this is my first game of any scale larger than a text-based adventure for a programming class, so i'm trying to not make the project too ambitious lol
i will yap about what i've done so far but feel free to ask questions or give feedback