Innen

Design Notes


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Design Notes

Innen's base concept, as it stands, is relatively simple. All of the fundamentals of a console RPG are present:


How is innen different then? I plan to expand on the console RPG formula in two ways:

1. In many of the adventure games I have played, it seems as though the game is simply a MUD with one major component removed: human interaction. Human interaction is not a necessary component for a game, to be sure (I would argue it is preferred :). However, there should be some component to replace it. As a result, I would like to see if it is possible for me to write a console RPG that keeps the player engrossed in the game, without the human interaction.

2. Another lacking feature I find in many adventure games out there is a "fun" battle engine. I feel that the linear "attack, attack, attack" system could be expanded upon. I have a few ideas in the works, namely, having an NPC ally aiding the player in battle. Another feature I would find interesting is to have multiple enemies.

It is yet to be seen how these features will be implemented. This is my first major project, in any language. If you would like to help in any way, please email me: dan_d4n@hotmail.com

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