[Concept #6] Game Structure


Hi everyone,

so... we basically have reached a point where the scheduled release of these logs is becoming more and more out of hand. This is simply due to the fact that I am still working on things that are not finished yet or have already been presented in a concept log.

I do not mind it personally, as it at least takes off the pressure when doing these things, but I do not want to leave you without anything, either.

So I am not sure if this will be a pure concept log, or if I will also write about some plans and stuff as well, but here we go.

Disclaimer: This became just a concept log - a very long one. There are break points in between, but still. You have been warned.

Note: This devlog might be (partly) outdated.

______________________________

Concept Part I - The Game Flow

While the game is in development for over a year now, I never really explained that much about what it will actually be about.

This stems mostly from the fact that there is not too much to highlight here. Looking at the tags I added for it as a prototype, and what I explained about the created features so far, it will come to no surprise that it will be a 'Dungeon Crawler JRPG'.

Now of course, there will be things that make up the game, and while I am not too much into marketing (and probably will not be either), the (finished) project will of course highlight what you will be able to do.

So I guess the best thing I can do at this point is to simply show you the structure (or flow) of the game and talk about some things in specific - just to give you a general idea of it.


Above you can see the game flow for every chapter there will be. It looks a bit overwhelming at first, but I will break it down into the single segments and options below.

[Chapter Selection] 

As reviewed in older logs, the project will be a collection of multiple shorter games - or, based on their overall storyline, chapters. You will be able to select any chapter you want from the get-go (once they have been released), but the game will advise you to start with the first one if you want to play the story in chronological order. Each chapter can be experienced on its own though, so it is up to you to enjoy the games in which order you are interested in.

[Hub Area]

Once you started a chapter, you will eventually (after the opening) reach this scene, from which you can manage various things, as well as access the rest of the gameplay. The following will be available to you here:

Conversation : As reviewed previously, during the chapter, dialogues between the protagonist and other characters will be available. They are optional (and limited to certain time frames), but will give you some flavour text or insight into lore, characters or the story itself.

Companion : Your pet will be a constant partner on your adventure. You will be able to interact with them in different ways to improve their stats and abilities by giving them the reward items you obtained within dungeons.

Character : Your character themself will be able to gain stats and abilities automatically once they obtain reward items inside dungeons.

Sanctums : You will be able to access the main part of each chapter - the Sanctums (dungeons) - from here as well. I will go into detail for them further below.

Other : As I still need to create this interface, I am not sure what exactly it will contain. I am thinking about adding the Game Input Menu (in some way) into it as well, so that you do not have to quit a chapter each time to set preferences and modes, for example.

[Dungeons]

These are the core part of each chapter and there is actually much to write about. I am still not entirely sure how I want to create these, mainly as I want to find my own flow. So this will come eventually. Still, I can share what I have already planned in general.

Non-linear : As mentioned a while ago, you will be able to choose whichever of the four sanctums you like to start with. As soon as you commit, you need to finish the chosen sanctum, as there are a lot of balancing things connected to that. After you cleared it however, you are again free to choose the next one in any order you like.

Structure : Each sanctum consists of 5 areas. There are 3 main areas, which will contain obstacles and encounters. The other 2 areas may have a somewhat different structure, as well as no encounters. These areas are also hidden, so you have to find the Secret Passages to them within two of the main areas. While this may sound a bit confusing, think of it as 3 Main Levels and 2 Sub ones.

Inner Structure : So far, the idea is to make a clear distinction between obstacles and encounters. That being said, at the end of the day, everything will be an obstacle in some way. So what is an 'obstacle', actually?

Obstacles : The way the game will account for them, they are either puzzles to solve, or trap/acrobatic rooms. They can come in various ways to either test your mind or your skill with your timing or acquired abilities (for some examples). This is probably the biggest part of me trying to find a good flow - and you can already see some of the ideas within the older concept logs.

Encounters : As those will be on-map, I want to basically turn them into puzzles and stuff, as well. Still, they are highlighted as a separate thing by the game, simply as they will initiate the combat system when touched. The gist is that encounters will be their own thing, but can of course also be avoided by not touching them. (Among the preference settings to skip them)

Treasure and Quests : You will find monuments and chests inside sanctum areas. Those will give your character either an upgrade, or a new/extended ability. They will be applied automatically and serve in either improving stats, getting new powers to solve the sanctum, or additional features.

Treasure and Goals : These are basically the same - just for your pet. Instead of finding something however, you either need to clear all obstacles or encounters of an area to get those. They will be added to your 'inventory' (list in the status menu) and can be consumed in the Companion interface.

End : The objective for each sanctum's main area is to reach the exit portal (of some sort). This will enable the next main area.

Completion : I mentioned this a while ago, but I guess one of the highlights to point out is that the focus in this game will be the inevitable content completion. A lot of things have to be done simply to obtain progression. You have to find and clear the sub areas to clear the sanctum at the very end, and you will also probably need to gain the treasures and rewards to at least some extent to be able to keep up with the challenges. Of course, some of these things can be avoided by various means (like the difficulty and skip preferences) - but exploring everything available at least in a general way is pretty much mandatory.

... I guess explaining it like that makes it sound like your typical RPG - and you would mostly be right. Still, there is an emphasis on 'you want to get everything anyway' - as this is often an attitude of players (and myself included). Because of that, there will be some things to 'push' you into this mindset and make up how the game 'feels'. Still, as said you can avoid it, so the game can be enjoyed casually, as well.

[Final Area]

After you have cleared every sanctum, you will be able to trigger the final scenes of the chapter and go into the last location - which is mostly an encounter free sanctum on a smaller scale. As this is a fixed point in the game, I will probably have some more freedom in creating obstacles based on some abilities (or at least give content from the different dungeons) - but I am not sure on that front at the moment.

Once you have reached the end of this area, the last scenes (and encounters) will trigger and you will eventually reach...

[Chapter Clear]

This state means that you have reached the end of a chapter. You will be sent back to the Hub Area and if you go back to the Chapter Selection, you will notice a mark on the interface to show your progress.

[Chapter Completion]

Depending on your performance, there may still be treasures, encounters, rewards and other stuff missing. At this point, you can go back to every sanctum and collect (mostly) everything. There are things which do not count to completion (such as conversations), but everything that is tracked for a sanctum needs to be done to reach Completion State. Only if you reach this state, a chapter can actually be finished off and started in New Game Plus mode. Again, a 'small' nod by the game to do everything there is if you want to experience everything.

[Connections]

Going back to the picture, there are multiple ways to go back and forth. First off, you can always return to the Hub Area from a Save Point during a sanctum (exception being during Master Mode... I think). Same goes for the final area, and as mentioned, you will also return to it after finishing the chapter.

The second connection is that you can always exit a chapter from the Hub Area or a sanctum's Save Point (again, outside Master Mode). This will ensure that you can either choose another chapter as you wish, explore the side content of the sub-menus, or change some playthrough settings.

______________________________

Break Point

So... as I basically have the option to make an ending here and keep the rest for someday in the future, I actually want to give you everything. Which is of course a lot. So If you want to stop after Part I, feel free to do so now.

______________________________

Concept Part II - The Dungeon Flow


As the Sanctums are a very important part of the chapters, I want to give you some additional game elements to read about.

[Main and Sub]

As explained earlier, a sanctum will be divided into 5 areas. The North, Center and South parts of it are the Main Areas. The East and West parts are the Sub Areas. They will have a different focus (partly) as you can see in the picture above - and explained below.

[Shared - Entry Portal, Objectives, Save Point, Obstacles]

Each sanctum area has a point you will spawn at. From this point, you can also warp back into the Hub Area... something like that. It will be a recognizable spot to say the least. During Master Mode, you will also need to make sure you are prepared, as you will not be able to leave once you step out of the Starting Zone.

Objectives are especially marked points on your compass and map, and can basically be a spot, obstacle to clear, or something that changed. Simply put, it will always help you find the next area you can do to reach the Exit Portal. This is especially important, as not everything in an area can be achieved from the start. You may need an ability, or flip a switch, solve a puzzle - the usual. Of course, you can also just ditch the compass and map and try to find out by yourself what can be done and where you have to go to progress.

Save Points - called Monuments - are zones in which you can record your progress, prepare your character and companion, return to the Hub Area... and... other stuff. Among those lines. Again, not created yet, so I will look into everything I want to add by then. As mentioned in an earlier log, these zones will also reset your dungeon timer and can be used to exit a chapter - but not during Master Mode (probably).

Obstacles is the shared concept of having traps, puzzles and acrobatic (as far as you can call it that in RPG Maker) areas. These make up most of a sanctum and will be provided to you... in some fashion. I am thinking about a mix of standalone rooms combined with bigger chain reactions to solve / open parts of a sanctum's area. But as I have a lot of individual ideas to get in there, I am not sure how it will work out best, yet.

[Split - Treasure, Quest, Goal]

Depending on being on a Main or Sub Area, the loot distribution and objective for Quests and Goals will vary.

For starters, Treasure (chest) loot will focus on your character in Main Areas, and your companion in Sub Areas. As mentioned, your character will get these upgrades automatically, your pet needs to be interacted with.

Second, Quests are for you - Goals for your pet. Each sanctum area has one of both and the objective will differ between Main and Sub. In short, you have to solve an obstacle (Main) or find the hidden area (Sub) for a Quest. For your pet, you have to either clear all encounters (Main) or solve all obstacles (Sub). The Quest and Goal rewards are upgrades to both individuals' Nature, Class, Stance, Element and Sub-Element.

[Split - Field Ability, Medal]

While in Main Areas, you will find Field Abilities based on the sanctum you are in. For example, being in the Sanctum of Fire will grant your character powers to traverse, activate or do things in the dungeon based on fire. Field abilities will be obtained in a linear order, as the sanctum areas cannot be cleared without them.

Medals are the reward for clearing the Sub Area. You will need both Medals (East and West) to open the door to the final section of the South Area. Which means you have to find these areas of the sanctum eventually in order to clear it.

[Split - Encounters]

As mentioned, only the main areas will have encounters. There is not too much of a reason for this, other than myself not focusing too much on battles. There will be several areas in the game without them - and if you find some, they will always be in specific sections of a sanctum's area.

[Shared - Exit Portal]

This is the main goal you have to reach in order to clear an area. Of course, this will be made difficult by various blockades you have to overcome by different means. As soon as you reach the exit, you will get a level increase for both character and pet, as well as unlocking the next main area. If you reach the end of the South Area (final section - which I now recall having named 'Inner Chambers'), you will get an additional upgrade, and have of course cleared the sanctum itself.

[Shared - Hidden Passages]

Each area has a hidden doorway you can find to unlock the sub area. If you already are in a sub area, this passage will be needed to clear the character quest. And then there is of course a hidden passage in the South Area as well. I wonder what it will be used for? (I actually know that for a change, but psst)

______________________________

Break Point

Time for another pause. I am going all out here. As said, not really into marketing. I am aware that splitting it up would keep the reader's interest - but you either care or you do not. Simple as that. Still, if you want to return here later, this makes it easier.

______________________________

Concept Part III - Character / Pet progression

There are several parts that make up your character's status and abilities in combat. While named and achieved differently for your pet, they more or less progress in the same way, as well.

... And yes, we are back to screenshots from this point on. As much as I love creating interfaces, I actually find it really annoying to create pictures to explain stuff. So these have to suffice.

Each of the above shown aspects can be upgraded via the Rewards within Sanctums. I will explain below what they are specifically, and what they will affect.

[Nature]

This will give an increase in one base stat (for example HP), as well as one secondary stat (for example counter rate). A nature is fixed and cannot be changed, however each character and companion will have a different nature in a chapter. Upgrading your nature will up the increase for both base and secondary stat, as well as the crit factor in battle.

[Class]

This will give the character and pet some (passive) effects... somewhere. I am not done with that one, but think of it as additional advantages during the exploration of a sanctum. Upgrading this will enable further effects.

[Stance]

This is used in combat (as one would expect) and upgrading it will increase the proficiency, as well as the power of special abilities (SP Skills). More on this when I finally am done with the battle system. Both character and pet will profit from it respectively, however the special abilities for each of them differ.

[Main and Sub Element]

As you can choose freely between the available main and sub elements to use in battle, obtaining an upgrade for either of those will increase their level for all skills available. For example, Ignite I will become Ignite II and so on. This will enhance the effect of the skills in exchange for higher usage cost. Again, both character and pet will profit from upgrading, but each of them will have different spells available.

[Aura]

The aura effect has various functions. From boosting your spells, over enabling Aura Skills, to having a Resistance Shield. All of this is not entirely fix yet, as expected with combat. The upgrade will (probably) be obtainable by clearing the Inner Chambers of a sanctum. Increasing it will of course enhance the effect of the Aura Skills, as well as the durability of the Shield.

Beyond that, there is of course gear. It will come as upgrades to the things the protagonist is wearing, as well as essences you can give your pet for the same results. Every gear enhances a base stat, as well as a secondary stat. Upgrading it will increase the effects accordingly.

Now, as mentioned at the beginning, I want to give players the opportunity to add some variance to this. I am currently thinking about some sort of stat distribution, as well as giving gear an additional enhancement. The same will go for the pet, but the way you will interact with it will differ. You will be able to feed and train it in some (small) way, just to have some neat little activity with it.

______________________________

Break Point

And another stop. You will of course note that this part was not as long, as the further we go, we reach elements that I have not designed fully yet. I have detailed ideas, but unless they are settled, it does not make too much sense to go into speculation even more than I already did. But this part and the one below are simply aspects of the general gist of the game, so that is why I write down what I already have.

______________________________

Concept Part IV - Combat


Now I obviously have talked about battles before, especially in the 0.5.0 devlog. But to give some more input in regards to the overall picture, I will go into some things here.

As mentioned, encounters will a be mostly, yet not fully additional part to the game. While they will give you Points for the additional content, they are not necessary for character progression in terms of experience or stat increases. They are however, as mentioned, necessary to gain some of the pet enhancements. So while they are not an afterthought to the game, you do not have to do them in the traditional way, and can of course also skip them via the preference settings. I guess you could say this is a game with combat, but it is there as an extra feature and not as a main focus per se.

Now, on the other hand, most of the progression items you will get are of course for the battle system. So... I guess they are still an integral point of the game, if you want them to be. I am aware that this sounds like complete mismatch, but I think you get the overall idea.

Finally, there will be encounters that you cannot avoid (without skipping them via the preference settings), as they will be part of the story. So you better are prepared for those - or else! (... or something like that)

______________________________

Break Point

Bringing us to the final breathing spot. Actually a bit pointless, but I do not want to break the structure. Also, the more you read, the more tiring it gets, so making breaks more often is a good choice, I assume.

______________________________

Concept Part V - Additional Content


Which finally brings us to where I actually am right now in terms of development. Aside from the general game during chapters, the collection will come with additional sub menus within the chapter selection. You will be able to buy Portfolio Content, Minigames, check and adjust some settings, preferences and modes, as well as enjoying more content in the form of additional chapter content and the Unreach Mode.

Now, as these menus are basically everything I have worked on the last weeks, I will only go into some basic explanations for them in case you have not read those. If you want to know more, feel free to click on the linked names to get to the corresponding concept logs.

Shop : Here you can use the collected Points to buy content for the Portfolio and Arcade

Portfolio : Will list all enemies, locations and characters with some flavour text for you to look at

Arcade : Will contain one minigame per chapter, among some different modes and additional content

Game Input : Allows you to check and adjust playthrough and profile, have some conversations, as well as adjusting 'Extra Settings'

Side Stories : Play small additional content with a side character of a chapter, read some story input and watch ending pictures/results

Unreach Mode : An additional game mode to be released after the final chapter. More on that in a future concept log

Lastly, to return to the *Completion* aspect: You will be able to complete every chapter once, and a second time in New Game Plus. The latter will not only change things up gameplay-wise, but will also contain some changes in the story, especially at the end. It is basically the 'True Route' of a chapter and (normally) needs to be completed to get to the true ending of the entire game, as well. Now, if you are not into getting everything, you can of course also let extra stuff be extra stuff and not play more than you want. And - if you want to get the content but do not want to put in so much effort - that is okay too, as you can unlock those things via the 'Extra Settings', as well.

The Extra Settings are actually a bunch of handy preferences you can set - from skipping cutscenes, obstacles and battles, over unlocking main and additional content, to setting specific modes like a randomized treasure and reward system, a harder difficulty - and attaching beards to characters.

______________________________

End of Concept Log

Which brings us to an end. I am actually interested if this log has broken the length record of the 'Retrospective' special log...

As said, I am aware that this is a lot at once - and that some things are still in quite the concept phase. It is also difficult to just say 'you will get the idea' all the time. I guess the way I can summarize it best is: I have the details down to what I want to do, but I want to check out every option I have in detail once I get there. You can see this very well with the Game Input menu and how I expanded it, for example.

So while some information may leave some details to be desired, I just finally wanted to give you an overview of what the game will actually be like once you can play it for yourself. Which brings us to the point I already mentioned partly during the log.

I do not mind if someone does not get hooked by my approach or... any of this. I make this game (and any future projects) for my own enjoyment - and for people who will find interest and enjoyment in it by themselves. So while I do not try to provoke 'turning off' people from it per se (as I do actually put some care into these devlogs), I also do not have to worry about marketing and 'proper hooking' (best wording).

Like always, thank you for reading and have a nice week, everyone.

______________________________

Leave a comment

Log in with itch.io to leave a comment.