Chaos Region: an Absidon RPG

Chaos Region is just the code name, it won’t do any good to register the domain name in hopes that I’ll pay out the ass later.

What it is

I have material for a story based RPG for quite some time and this project should help expand on the ideas I’ve had so far. The original intention was to make this a book, but I figure it would make an excellent game (if done right) also. My notes has quite a few areas where I can place the player in. I think I’ll be creating multiple game “servers” for different time lines.

The game will depend on the Astrum Futura game engine, but I don’t have any plans to start this anytime before the Mecha Asylum, Heat of the Race, and Battle Machines projects are finished. The reason for this is by the time those games are finished, I would have gained the skills required to complete this project in the best matter possible. So I don’t see it started before any time in 2008. It is however one of the final projects I’ll have before I just continue improving the current games.

Battle System

The battle system has already been planned and thought out. There will be warrior based and mage based classes for which the player can choose. However, It will depend on what attacks the player chooses. If they battle more with weapons, they will have more attack based skills available on level up. If they attack more with spells, then more spells will be made available.

In this way, there will be five (5) Magic Orders and three -mancy classes. There will be restrictions on what the player can join, so the choice has to be made carefully. A player can join only one Magic Order and can join either Geomancy or Necromancy classes. If a player joins Neomancy, then the player can’t join any of the Magic Orders and vise versa.

Each of the Magic Orders and -mancy classes will have strengths and weaknesses, as well as unique spell sets. Some Magic Orders are predisposed to attacking other Magic Orders and others are either neutral or have an mutual understanding of the other Order.

Player and NPC Interaction

I want the player to interact with other players, join guilds and clans, attack, or temporary ally for missions, and so on. I also want the player to interact with NPCs to get missions, get mission items, and other stuff found in 2D based RPGs. Whether or not there will be movement in the map is still undecided, I’ll have to be sure I have that knowledge and prototype (in Astrum Futura) beforehand.

Castle Building

I think this would be interesting, but I doubt it will be part of the game. I want the focus to be on story and missions, but this would be a good feature to have for clans who want to build some place they can store their gold and weapons or trade them. It could also provide protection against enemies (or allow spies to enter and rob them), since it will be located out in the wilderness.

Mission and Story Based

The hardest part is keeping to the timeline of the players’ actions. It shouldn’t be too difficult since the missions would allow me to know what should have happened before hand. However it is more towards the individual player timeline. If the player completed a mission in the previous timeline then it would be referenced in the future one.

Some of the timelines will be mostly war based, the Magic Orders battling the other Magic Orders. Wars against Necromancy and the Magic Orders. It also includes wars of the Magic Orders against Neomancy. The battles will be recorded and kept for future reference in later timelines. The history will depend on the players, which should make the game somewhat different.

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