First entry - it starts...


Hi all & welcome to Adventuria!

This entry marks the launch of the very first public prototype of RyF Twiny RPG.

Let's talk about the project (the content of this blog is replicated on the project description until further notice - so be warned :D )

RyF Twiny RPG is an experiment - a prototype meant to help me with learning how to use Twine, and figure out how one - or more specifically myself - can go with this interactive fiction tool (which turns out to be much more and flexible than that basic description might suggest :D ).

Loads of thanks to the The Spring Clean Twine Jam initiative, which motivated me to publish this aging prototype.

RyF Twiny RPG is actually the first and only Twine game I've been working on - a few hours at the time over the past 2 years or so. I believe the total work time doesn't exceed a week's worth of full time of work, starting with zero Twine knowledge.

I tried to stick to the very minimal core mechanics of RPG, only injecting in new features when I thought it would add up to the global player experience without falling into feature creep.

The game itself is not "finished", and is presented to you as prototype - version 0.3.0.

It is a very simple and basic text rogue-like RPG that features:

  •  Permadeath
    • in this prototype version I've left the Twine save system active with multiple slots to save & load anytime, so you can try out things, or maybe take more risks than you would in a "classic" rogue-like situation.
    • you can save your death state in a save file and share it on any online for me or anyone to see it ( or just a screenshot :D )
  • Simple & very fast combat, (you'll see)
  • Experience & leveling - basic version with auto stat increase (life)
    • should be extended before version 1.0.0.
    • Currently working on a "choose your stat to increase" system :D
  • Loot ! 
    • You get generic loot, you sell it each time you return to town to get coins! 
    • loot should get new uses during your adventure before version 1.0.0:
      • trade with wandering merchant - not in game currently
      • consumme to establish camps - not in game currently
      • ...
  • Increasing difficulty mechanics:
    • over time, over depth of exploration,
    • about 24+ mob archetypes (trash, normal, elite, boss... with stat altering adjectives) - with adaptative stats relative to your progression/difficulty - spread over 580+ unique mobs,
  • Equipement & shops
    • weapons
    •  one potion to unlock - it's a secret, be should be easy to unlock
    • Shops!
      • well, actually  ONE shop - the weapon smith - currently opens on the 3rd day of your adventure
    • gods' shrines!
      • yep Gods plural - 5 unique gods, with two ways to honor them and gain their favors (daily / permanent) .
    • each sub-feature should be extended before version 1.0.0
  • Random - Random every where:
    • your character is completly randomly generated! Have you ever wondered about being a "maternal wood elf maiden, who was trained as a shamefully inept bard" or an "imperturbable dwarf lad, former henchman of the local gang"? Or even a " lethargic human lad, raised in the countryside"? Now you can!
      • name - generated relative to your race and gender,
      • adjective from 390+ entries,
      • race - 5+,
      • gender - 2,
      • back story - 50+ one word to one sentence,
      • for the moment, these have no impact on gameplay, but should have some before version 1.0.0, as well as additional option for diversity sake
      • no customisation
        • if you don't like your character, just start a new game to regenerate à random character :D ,
        • customisation should appear before 1.0.0, for people in need of some agency/control in terme of character creation.
    • 16+ biomes:
      • specific connexions rules to other biomes
      • specific bestiary (some mobs are share between similar biomes),
      • specific places and names,
    • Random encounters:
      • monsters (fight, fllee or die),
      • wandering NPCs (do nothing for the moment)
      • treasures (free loot!)  
      • explorative/mysterious/contemplative/plain simple moments and events
    • Choose your path - when completing a biome, you can choose where to go next from 2 random otions
    • a never ending world renewed every time you sleep or die.
    • more random things!
  • No story (yet) - story and other narrative elements should be added before version 1.0.0
  • No dungeons (yet) - should be added before version 1.0.0
  • No graphics (yet) - might add some ascii art stuff  here and there - please tell me if you'd like some.
  • No sound nor music (yet) -  - might add some basic stuff  here and there - please tell me if you'd like some.

I believe the game might be currently a bit hard to some - tell if you feel it that way. Try to push a few days/levels in - good things happen to the resilent :D

I keep working now and and then, and decided to publish very "early" version after adding a few features in the context of the The Spring Clean Twine Jam to get as many feedbacks from you all, players and game developpers out there <3 I'll try to keep adding to it until the deadline.

If you find a bug or anything (typo - there are a lot of these, missing space, a big red erro message :D ) , please feel free take a screenshot & save the game to a file, and pack that in a zip/rar for me to check it out ( add in a little text file explaining the context of the problem - always helps - if you feel like it). No obligations :D

Hope you like it - please leave comments about your experience in the game & thank you for passing by this page =^__^=

--RyF--

Files

ryftwinyrpg.zip Play in browser
May 01, 2020

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