The current demo has these features
45-60 minutes of playtime (if you do everything)
9 useable skills, including Diplomacy and Electronics
20 npcs, with a schedule that determines where they are located at each moment of the day
3 playable characters
3 possible hostile encounters
2 side 'assignments'
Over 3000 square meters (3 square kilometers/1.9 square miles) of explorable area, across 15 boards
45-60 minutes of playtime (if you do everything)
9 useable skills, including Diplomacy and Electronics
20 npcs, with a schedule that determines where they are located at each moment of the day
3 playable characters
3 possible hostile encounters
2 side 'assignments'
Over 3000 square meters (3 square kilometers/1.9 square miles) of explorable area, across 15 boards
I don't have much of a story yet, but I do have a lot of game concepts that will be detailed here:
Full-Scaled NPCs: There are roughly 300 colonists, and each will be fully detailed and coded. Everyone has names, a job (except for children and unemployed workers), a home, as well as places where they spend their free time. Depending on what time of day it is, where you will find these individuals. Each one has their own unique personality, and a good portion of them will have some effect on the game's story. Some are allies, some innocent bystanders, and others will be hostile.
Custom Battle Engine: Already well under way, Colony RPG will feature a board-based X-COM style combat system. Players and enemies can walk around and position themselves to take shots at each other, or to hide and make a quick getaway. This will be the portion completed first, and is as of writting about 50% completed.
Realistic Combat: A single shot from an HIL-Pistol could possibly take out a Level 5 combatant while fully healed. Upper level characters beware even in the face of meak enemies. Shooting your way through everything won't work in Colony RPG; in this game, diplomacy is key.
Character Skills: Not only does Colony RPG contain custom combat stats such as fatigue and accuracy, there are also a plethora of non-combat skills that will assist your character(s) through many civil struggles. Some of these include Forgery, Intimidation, Search, and even Bartering.
Non-Linear Gaming with Personality: Colony RPG is a non-linear game, much like most computer based RPGs. You have quite a bit of freedom to do as you please with many of the game's features, as well as access to many quests and jobs outside of the standard storyline. Also, unlike many computer RPGs, the character you play will have a full fleshed personality, much like in many console RPGs.
Multiple Character Parties: Many computer RPGs feature NPCs that join your party and help you battle monsters, yet you have no direct control over their actions. In Colony RPG, allies might come and go depending on the situation, but while in your party, you have full control over them in the same fashion as you do your own character. And like every NPC in the game, these allies have complete personalities as well.
Levels and Experience: Every time you use a particular skill, whether it is using your Medical skill to heal a wound or your Rifle skill to fire a HIL-Rifle at an enemy, you gain experience in that skill, until you reach a point where you can a level in that skill and it raises by one. Your overal character level is the total value of all your skills. HP, fatigue, and other global stats increase based off of increments in the overal character level.
Full-Scaled NPCs: There are roughly 300 colonists, and each will be fully detailed and coded. Everyone has names, a job (except for children and unemployed workers), a home, as well as places where they spend their free time. Depending on what time of day it is, where you will find these individuals. Each one has their own unique personality, and a good portion of them will have some effect on the game's story. Some are allies, some innocent bystanders, and others will be hostile.
Custom Battle Engine: Already well under way, Colony RPG will feature a board-based X-COM style combat system. Players and enemies can walk around and position themselves to take shots at each other, or to hide and make a quick getaway. This will be the portion completed first, and is as of writting about 50% completed.
Realistic Combat: A single shot from an HIL-Pistol could possibly take out a Level 5 combatant while fully healed. Upper level characters beware even in the face of meak enemies. Shooting your way through everything won't work in Colony RPG; in this game, diplomacy is key.
Character Skills: Not only does Colony RPG contain custom combat stats such as fatigue and accuracy, there are also a plethora of non-combat skills that will assist your character(s) through many civil struggles. Some of these include Forgery, Intimidation, Search, and even Bartering.
Non-Linear Gaming with Personality: Colony RPG is a non-linear game, much like most computer based RPGs. You have quite a bit of freedom to do as you please with many of the game's features, as well as access to many quests and jobs outside of the standard storyline. Also, unlike many computer RPGs, the character you play will have a full fleshed personality, much like in many console RPGs.
Multiple Character Parties: Many computer RPGs feature NPCs that join your party and help you battle monsters, yet you have no direct control over their actions. In Colony RPG, allies might come and go depending on the situation, but while in your party, you have full control over them in the same fashion as you do your own character. And like every NPC in the game, these allies have complete personalities as well.
Levels and Experience: Every time you use a particular skill, whether it is using your Medical skill to heal a wound or your Rifle skill to fire a HIL-Rifle at an enemy, you gain experience in that skill, until you reach a point where you can a level in that skill and it raises by one. Your overal character level is the total value of all your skills. HP, fatigue, and other global stats increase based off of increments in the overal character level.