LibertyRansom
Augur
I have been considering developing a turn-based OGL 3.5 Mercenary/Tactics Roguelike. The game would take heavy inspiration from Temple of Elemental Evil & Battle Brothers with Roguelike elements.
The game would be Iron Made/Perma Death. The player would roll/create their initial character at the start of the game. Once the game started the core three mechanics would be as follows:
The practical way to develop this game would be to obtain a license from a developer who has an engine/art assets for a OGL 3.5 game. Also, an additional license for other painted art assets/portraits. Fortunately, I have a legal background, so I could avoid the legal costs associated with that...assuming I could find a suitable OGL 3.5 engine already developed. Then, it would probably take an experienced coder about a year to implement the additional mechanics as mentioned above. I could handle music, having done that for several published games as well. Of course, I have further ideas, like random events etc., but its important to cut the game scope to the core bones and develop that first.
I was curious on the Codex's thoughts on this. Is this a niche that needs filling? Any feedback? I played Low Magic Age, and it was poor IMO, yet moderately popular. Additionally, battle brothers was a good game, but it lacked depth that the OGL could offer.
The game would be Iron Made/Perma Death. The player would roll/create their initial character at the start of the game. Once the game started the core three mechanics would be as follows:
A. Recruitment of Mercenaries/Party Members - The game would randomly generate available "recruits" a player may purchase. At low-levels there would be relatively weak recruits available, whose former professions would range from Farmers, Peasants, Slaves, Sailors etc. Importantly, none of the attributes/stats or even the class of the recruits are viewable to the player. Rather, a description of them, and their "recruit me pitch" is given to the player. Upon purchase, their stats/abilities/class are revealed. A farmer might be a 0 level fighter with very few weapon proficiencies and terrible attributes. (This would be determined by a hidden random formula for each former profession, e.g., farmers roll 3d4 for intelligence, get a +2 constitution bonus and have 1d4 random farm-related weapon proficiencies with a 10% chance of having the toughness feat and so on). As another example, a supposed "wandering prophet" recruit who claims to blessed by god could turn out to merely be a level 0 fighter with no divine powers or could be a level 1 cleric etc. This part of the game is crucial to force the player to adapt to unique tactics given their party composition rather than perfectly min/maxing the perfect party every time. Low level recruits are cheap though, likely cheaper than their equipment. Maximum party size would be 12. Notably, death and replacement of recruits would be common, although leveling up is certainly possible. At certain intervals, a random event would allow the player to roll/custom create a party member at a premium price.
B. Tactical Mercenary Contracts/Battles - Once the player has recruited/equipped his rag-tag band of mercenaries, there is a "bulletin board interface", with six randomly generated mercenary contracts available. Each contract has a the scenario description, win condition(s), flavor description, reward amount and a glory value. Once a contract is accepted, the player is automatically transported to the battlefield. (There is no world-map/towns/traveling etc). There are a wide variety of combat scenarios with different win conditions. A stereotypical contract, like, we found a bandits hideout, go there and kill them all, would, of course, be available. However, other more or less traditional scenarios will be available, for example (1) defend a town from a hob-goblin invasion until we can evacuate in X turns; (2) rescue a baron's son from on-going combat before he dies; (3) assassinate a single target and then retreat. The point is to have a variety of fun/challenging randomly generated tactical combat scenarios, some with multiple win scenarios. Retreating is an option with harsh penalties. Once you win, you get your reward of gold and glory (along with any loot) and you are automatically transported back to the recruit/shop interface. You would level-up survivors as applicable, recruit new randomly generated recruits, equip, etc. Note, old recruits would have an upkeep between missions. Then its back to the bulletin board where new, and likely harder, contracts await.
C. Replay Value/Unlockables - As is common in roguelikes, the game would be tough, and losing would mean game over. However, as is also common in most roguelikes, as you reached certain achievements, additional options/archtypes/perks would be unlocked for your next play through. For example, specialist wizards, like a necromancer, are initially locked during character creation, however, upon beating a necromancer and obtaining his spell book, you would unlock that class for subsequent character creation. Additionally, the "glory points" mentioned above, accumulate across games and can be expended on a variety of certain "perks" when starting a new game. For example, glory points could be expended to double starting gold, or your character gets a perceptive trait, that allows him to determine each recruits strength attribute before hiring, or a death stroke perk that allows the PC to counter-attack once when reduced to 0 HP. Note, there will be a simple over-aching plot and way to win, which would unlock a new, harder and different win scenario for the next game, like so many roguelikes.
B. Tactical Mercenary Contracts/Battles - Once the player has recruited/equipped his rag-tag band of mercenaries, there is a "bulletin board interface", with six randomly generated mercenary contracts available. Each contract has a the scenario description, win condition(s), flavor description, reward amount and a glory value. Once a contract is accepted, the player is automatically transported to the battlefield. (There is no world-map/towns/traveling etc). There are a wide variety of combat scenarios with different win conditions. A stereotypical contract, like, we found a bandits hideout, go there and kill them all, would, of course, be available. However, other more or less traditional scenarios will be available, for example (1) defend a town from a hob-goblin invasion until we can evacuate in X turns; (2) rescue a baron's son from on-going combat before he dies; (3) assassinate a single target and then retreat. The point is to have a variety of fun/challenging randomly generated tactical combat scenarios, some with multiple win scenarios. Retreating is an option with harsh penalties. Once you win, you get your reward of gold and glory (along with any loot) and you are automatically transported back to the recruit/shop interface. You would level-up survivors as applicable, recruit new randomly generated recruits, equip, etc. Note, old recruits would have an upkeep between missions. Then its back to the bulletin board where new, and likely harder, contracts await.
C. Replay Value/Unlockables - As is common in roguelikes, the game would be tough, and losing would mean game over. However, as is also common in most roguelikes, as you reached certain achievements, additional options/archtypes/perks would be unlocked for your next play through. For example, specialist wizards, like a necromancer, are initially locked during character creation, however, upon beating a necromancer and obtaining his spell book, you would unlock that class for subsequent character creation. Additionally, the "glory points" mentioned above, accumulate across games and can be expended on a variety of certain "perks" when starting a new game. For example, glory points could be expended to double starting gold, or your character gets a perceptive trait, that allows him to determine each recruits strength attribute before hiring, or a death stroke perk that allows the PC to counter-attack once when reduced to 0 HP. Note, there will be a simple over-aching plot and way to win, which would unlock a new, harder and different win scenario for the next game, like so many roguelikes.
Working notes
Main Combat Stats: (Hit points) - (Stamina) - (Morale)
Attributes affect both Skills and other stats in game:
Strength - Melee damage for most weapons (not daggers), works in a formula with constitution to determine stamina loss (depends on carrying weight/armor. If you have low strength, high constitution, and heavy armor, Stamina will drain much faster than high strength, medium constitution, and heavy armor. )
Agility - Speed/Movement/Dodge
Perception - Works with agility to determine hit chance
Constitution - Stamina, Fortitude,
Intelligence
Wisdom
Charisma - Affects morale and morale of surrounding units. Having multiple low morale and a low Charisma units will bring down morale of high charisma unit. Affects leadership skill. Works with wisdom to affect prices.
Savings Throws: Critical Success, Success, Failure, Critical Failure
Damage Types:
Physical Damage: Melee or Range. Then sub typed to Piercing, Slashing, Bludgeoning.
Other Types: Fire (includes lightning), Cold, Acid, Disease, Poison.
Main Combat Stats: (Hit points) - (Stamina) - (Morale)
Attributes affect both Skills and other stats in game:
Strength - Melee damage for most weapons (not daggers), works in a formula with constitution to determine stamina loss (depends on carrying weight/armor. If you have low strength, high constitution, and heavy armor, Stamina will drain much faster than high strength, medium constitution, and heavy armor. )
Agility - Speed/Movement/Dodge
Perception - Works with agility to determine hit chance
Constitution - Stamina, Fortitude,
Intelligence
Wisdom
Charisma - Affects morale and morale of surrounding units. Having multiple low morale and a low Charisma units will bring down morale of high charisma unit. Affects leadership skill. Works with wisdom to affect prices.
Savings Throws: Critical Success, Success, Failure, Critical Failure
Damage Types:
Physical Damage: Melee or Range. Then sub typed to Piercing, Slashing, Bludgeoning.
Other Types: Fire (includes lightning), Cold, Acid, Disease, Poison.
The practical way to develop this game would be to obtain a license from a developer who has an engine/art assets for a OGL 3.5 game. Also, an additional license for other painted art assets/portraits. Fortunately, I have a legal background, so I could avoid the legal costs associated with that...assuming I could find a suitable OGL 3.5 engine already developed. Then, it would probably take an experienced coder about a year to implement the additional mechanics as mentioned above. I could handle music, having done that for several published games as well. Of course, I have further ideas, like random events etc., but its important to cut the game scope to the core bones and develop that first.
I was curious on the Codex's thoughts on this. Is this a niche that needs filling? Any feedback? I played Low Magic Age, and it was poor IMO, yet moderately popular. Additionally, battle brothers was a good game, but it lacked depth that the OGL could offer.
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