Welcome to my game project page! This page will serve as a central hub for all information related to my game, starting with my design document, and eventually code snippets or images. This page serves as both a way for me to organize my thoughts and ideas as well as a way to force myself to actually work towards a goal. I will be attempting to update this page once I begin, and posting my progress as updates, however infrequent!
Welcome to RetroQuest: Chronicles of the Guildlands (Title pending), my dream goal. This game is a real time strategy / turn based tactical combat simulator, where you take control of a guildhall and manage your people and supplies as you send your adventurers out into the world to complete quests, gather resources, and fight monsters. The game is heavily inspired by one of my favorite games of all time, X-COM: UFO Defense, and I hope to capture the same feeling of dread and excitement as you send your adventurers out into the world, never knowing if they will return alive or not.
Begin your journey as a humble new guild leader, taking on simple quests for the nearby friendly locations, such as clearing a small bandit camp or hunting a dangerous wolf pack. As you complete quests and gain renown, you will be given more complex and dangerous quests, such as clearing out a nearby crypt or escorting a caravan to a distant town. Eventually, you will be given a pivotal quest by the kingdom's authorities, tasking you with investigating a demonic cult that has been gaining more and more infamy. However, you are free to accept or reject any quests you are given, but be aware that your reputation and fame matters. Refusing to accept too many quests will cause your reputation to suffer, and you might be forced to close your guildhall for good!
I want this game to have a grounded, lower fantasy feel to it. Magic exists but it is rare and powerful. There are many races, but they feel alien to regular humans. The world is dangerous, and even a lowly bandit can easily slay one of your own adventurers with a lucky blow. Death is cheap, and you will have to get used to loss. However, with proper planning and strategy, even the lowliest of recruits can become a legendary hero. Only once you have proven your experience as a successful guild will you be given opportunities to recover magical artifacts or slay/ capture powerful monsters, and even then you will have to be careful, for even the most powerful of adventurers can be felled low.
Combat is the heart of this game. Taking place on an isometric grid, you will have to navigate a randomly generated dungeon or lair, fighting monsters and looting treasure as you go. Combat is turn based, with each "team" taking a turn for all their units. Each unit has a certain amount of action points which they can use to move, turn, attack, or use items or environmental objects. Combat is deadly and quick, with every blow being deadly to unprepared mortals. Preparation is key, as knowing what you are about to face can give you the edge you need to overcome the odds. Your parties will almost always be either outnumbered or outmatched, and it's up to you to ensure they are prepared for the challenges ahead.
The second largest aspect of the game, the Worldscape is where you will plan out your quests, manage your bases, and oversee the world as real time progresses. You will see your moving parties, neutral or enemy parties, as well as places of interest, such as villages or dungeons. As well, you will always be able to see your current finances and time, so you can prepare accordingly when one of your parties will arrive at a location. Random events will occur, and its up to you to engage or avoid them... if you can!
Beginning with an old tavern, you will have to build and expand your guild headquarters, adding new facilities to improve your guilds efficiency and capabilities. Build stables to house your mounts, a library to research new technologies, or a training grounds to hone your adventurers physical skills. Every facility is placed on a top-down grid, and you will have total freedom to design your guildhall as you see fit. Want to create a fortress manned by heavily armored knights? Or perhaps a magical academy filled with wizards and scholars? The choice is yours.
Whether its learning new smithing methods to speed up production or create new metals, or researching new spells for your magically inclined adventurers, the three technology trees will be a key part of your guild's progression. As you complete quests and expand your guildhall, you will gain access to new technologies, allowing you to create new equipment and spells, and even newer, advanced facilities such as a dwarven forge, or a wizards spire.
RetroQuest: Chronicles of the Guildlands (Title pending) is a freeform game, with very little set storyline or narrative. Instead, the game focuses on the players ability to create their own narrative through the adventures they undertake, and the successes or failures they experience along the way. There is a late game story, but it is only unlocked once the player has reached a certain renown, and it is up to the player to decide if they want to pursue it. The game is designed to be replayable, with every new game offering a new world and adventures to undertake, and different options for the player to take compared to their previous playthroughs.
You begin the game as a newly retired adventurer, starting a new guildhall with the proceeds of your adventuring career. You will have to recruit new adventurers, gather resources, and complete quests to gain wealth and renown. As your guild grows, you will gain the attention of more important peoples, and you will be given more dangerous and complex quests. Finally, when you have made a successful name for yourself heard all across the region, you will be given a pivotal quest by the kingdom's leading authorities, plunging you into a dark and perilous quest to root out corruption and dismantle a demonic cult threatening the realm.
Do you want your guild to specialize in magical warriors and wizards? Or perhaps you shun magic entirely, recruiting only the most skilled warriors and barbarians? Maybe perhaps you prefer skill and subtlety, training your recruits to use tools and specialized items to sneak into dungeons and accomplish tasks with as little combat as possible? You are given the freedom to mold your guild however you see fit.
As your guild progresses and gains significant fame, you will finally be given a task from the highest authorities in the realm, tasking you to investigate a demonic cult that has been gaining more and more infamy. You will have to send your adventurers out into the world, gathering information and clues, and eventually you will have to confront the cult itself, and destroy it by the roots before they can unleash their dark plans upon the realm.
Prepare your guild for the ultimate challenges. Explore dark and dangerous realms, equip your adventurers with legendary equipment, and delve into the heart of the cult's operations. Face the most powerful enemies you have ever encountered, mighty demons and their devoted cultists. In the end, you will have to enter a dark portal, and descend into the depths of hell to confront the overlord, and close the portal from within. Will you be able to save the realm from the ultimate threat?
Will your guild rise to the occasion, or will you fail and doom the realm to a dark and terrible fate? Only with the skills, cunning and bravery of your adventurers will you be succeed.
In RetroQuest: Chronicles of the Guildlands (Title pending), the heart of your guild lies in the diverse group of individuals you recruit. Unlike traditional character-focused games, your guild is built upon the shoulders of villagers of all shapes, sizes, and races. This game uses a classless system that allows you to shape and mold your recruits into the adventurers you desire, each with their own unique strengths and weaknesses.
Say goodbye to predefined character classes. Each recruit is created with random attributes and skills, and it's up to you to train and guide them. While the potential is vast, not every recruit is capable of mastering every skill. Some may struggle with certain weapons, while others might lack the physical resilience for melee combat, or be entirely incapable of magical ability. Embrace the challenge of working with what you get, utilizing strengths, and mitigating weaknesses to turn recruits into successful heroes.
The recruitment process is unpredictable. You never know what kind of potential recruit your guild will receive until they arrive. You might get lucky and receive a recruit with a high natural stats, or unfortunately find someone with almost no skills whatsoever. You might shun these poor dropouts, or use them as meatshields for your more capable recruits. Ultimately, it's up to you to decide just how to utilize the recruits you are given.
As your guild gains renown, you'll unlock the ability to recruit individuals from different races such as dwarves, elves, ogres or kobolds, as well as many more you might meet along your adventures. With the right heroes and facilities, you will even be able to tame and train powerful beasts, like drakes, gryphons and wyrms.
Progressing in the game and research trees will allow you to further refine your recruitment process. Send recruiters out to search for recruits with specific talents, stats, or unique abilities. Tailor your searches to meet the demands of specific quests or challenges by strategically seeking out recruits with desired traits, or by training your existing recruits to meet the challenges ahead.
This game will utilize a variety of procedural generation techniques to create a unique and interesting world to explore. Both the Worldscape and each dungeon, crypt or lair will be procedurally generated, ensuring that no two playthroughs the same.
Generation starts with the world map, which defines the different biomes and environments of the world. It is then populated with a variety of locations, such as villages, towns, dungeons, crypts, and lairs, and more, and then given a short history of events that have occurred in the past. This is not an entire planet, but rather a small section of one, focusing on only a single kingdom and its surrounding lands.
When your party arrives at a location, the isometric map is dynamically generated based on the environment and biome of that specific location on the world map. The map is then modified according to the type of place it is, ensuring that a dungeon in a desert environment feels distinct from a dungeon in a forest, both in appearance and the creatures that inhabit it.
Even cities and villages are subject to procedural generation, with sections generated by "blueprints" that are randomly selected and placed. This ensures that each city or village feels unique, and that you will never see the same layout twice.
WORK IN PROGRESS
WORK IN PROGRESS