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Development Begins on GodSlayer Wars

I was a giant fan of the old electronic board game Dark Tower.

I am starting work on a browser turn based project in RPGMakerMV to try and capture and recreate the fun of playing against people in trying to obtain keys and defeating the central tower, but also adding some town building elements while keeping resource management (food and gold) and obtaining utility units items (beasts, healers, scouts, dragon sword) as key features.

Thus it has begun.

We will call this project, GodSlayer Wars and we will begin with some back story to get the players engaged. We will have an ancient war between the gods which resulted in them losing much of their power, then to regain power they must gather followers and influence by using avatars.

Avatars are the player characters, and are customized by the player by choosing gender, race, class, and finally the god they are representing.

This will result in a character that they play. The first player to log in gets first pick and locks his choice out by locking out the god he selects, since having 2 or more avatars from the same god would be weird.

Once all the players have selected their avatars, the last to select theirs gets to play first, using party manager, and that player has 10 minutes or can manually end their turn.

A window or hud along the top will show information for the player including who has taken a turn so far in the round and how much gold and food they have. It appears I should be able to use OrangeHud to do this, which is free for all games.

So I can make a hud that shows the gold, food, dragon lance, beast, scout, healer, priest, and also which players have completed their turns.

Once the 10 minutes or the manual save, another player can load or log in and become the active player and take their turn. All players will have to take a turn or have their turn expire by not doing anything for 10 minutes before players can take another turn. Each turn players will get some gold and have to feed their units food. If a player runs out of food or gold they can manually interact with a resource node outside of their castle to get some.

Inside the castle they can build resource generators, or recruit units after they build the needed buildings, or purchase items at the Bazaar. They can purchase food at the bazaar but it will cost gold.

The only interaction any player with another player is purchasing hexes from a building they have to spend gold to make and maintain in their castle. A Hex reduces food and may destroy a beast, scout, or make a player lose a dragon lance. This can be avoided by having a priest. A priest can counter 1 hex and then must be recruited again to stand guard against a hex.

Outside the castle I want to have various events set up where when the player selects his avatar it also sets up a 'seed' to have the swamps, ruins, resource nodes, dragon spawns, and temples all be sort of randomized so that when you play you get the same amount of things outside but in different areas.


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