(name pending)
the name "Tomg" stands for "That Other mining game" since its another mining game, but its quite different form the ones out there.
its a game idea iv been developing over time, i wasn't planing to show it of right now, but i need to get this idea out there.
sadly i can only do Sprite art, i cant program, but i am quite serious about the idea, i have already done a ton of sprite work, as well as though out how most of the game should work.
firstly about money:
there is No actual payment during Development, money depends entirely on what the game sell's for, how ever since im doing this mostly for fun, any programers helping would get most of the profit (80-90%?)
(currently looking for decent programers)
note, im not to good with writing everything down, so i might miss something, dont be surprised if i edit in more info later.
Ok so to the game itself:
Its a overhead view game, and i wont lie its highly inspired from old SNES games like Zelda, but every sprite is custom made from scratch.
(Picture already shows i have plans to add seasons)
(the game should have multilayer support (though its NOT an MMO))
basically you start in an randomly generated world and collect wood & stuff to make tools and houses and other things, most should know the theme by now.
but it will be more focus on exploring and NPC building.
there should be an automatic map that keeps track of wherever you been,(overworld and dungeon alike) no item required.
MAPSIZE: the map isnt infinite but has a size limit & border, (like a big island surrounded by sea) how ever once you reach this border you could travel to a new world.
so you could ether start a new world but still keep your gear & move back & forth, Though im thinking you cant just walk cross. (my current idea is you'd need to build a big ship or something to cross the sea.)
this would satisfy both those who want an infinite world or a limited size world.
but how does cave exploring & mining work then if its overhead? that's where the "layer" idea comes in.
the game world is...i gues like a book, as each page represents depth, and when you go down a page you get deeper in the earth.
(this pic is just a show of the layers idea, the game wont be side view)
i was gonna keep how "deep" you can go a secret but yeah, you can go ALL the way to the core, but whats in there i wont say
works a bit like dungeon maps with the floors in zelda.
each page/floor represents allot of depth.
the "pages" wont be flat but have there own cliff heights,
(if you drop down any holes on the bottom you go to the next layer & such)
there will be Dungeons, a different kind per biome.
yes there will be lots of biome's, jungles & deserts & undersea & others,
dungeons work with pre-designed rooms that randomly generate next to each other, full of traps & enemy's, and bosses.
(dungeon walls cant be destroyed until the boss is defeated)
here is most of the tiles i made, its actually bout 80% done.
(they ALL work in a buildeble fashion, the Player should be able to build any of these in game.
Note, they are all in Beta, ash stone shouldn't be purple in the final for example)
even though most tiles are done there's still tons of stuff to do like enemy's & items and doors & windows.
currently i have NO idea how water or lava physics should work.
this game also focuses allot more on NPC's.
you will find villages, you can trade or fight, or do small quests.
and you can build your Own village, or raise an army to conker all!!
yes army's (though be it small ones)
Soldiers you "get" will follow you around and have 2 modes.
1 follow mode, in this mode they are right behind the player, they cant get hurt or do anything, its just a visual thing to show that they are there.
2 Fight mode, in this mode soldiers will fight & can get hurt.
(idea is you control them RTS style with the right mouse button while you use the left for your own items)
villages might be friendly or not depending on various things.
so if its a bigger one and your enemy's they might fight you.
while the game focuses mostly on human characters, there will be Different Species to choose from.
originally these were just gonna be suggestions but i already made full sheets of them all so they are final.
(i want to avoid using the classics elf's dwarfs and goblins that every game has, in favor of more original races)
http://img195.imageshack.us/img195/2364/...gkopia.png
(link only due to huge pic)
notice how the heads are separate from the body, the idea is to be able to add alt heads aswell as change colors, for good customization.
Races:
Humans (you are one, go figure)
Kettu (the foxes, inspired by Keaton's, and have Asian type community)
Mushroom people (what is definitely not human Nor animal i though, so Mushrooms 8D)
Demonytes ((name pending))this is the only race i added for personal reasons, i like demonic imp-bats. they live deep underground)
Reptar (the reptile race)
(another race could be added, but that's for a later date)
there's also different weapons each race can make, like while a humans make swords from iron, the kettu makes katanas and reptar battle axes.
Calender mockup.
(note the game's time is NOT real time)
this is what the calender could look like, and it would be quite important in this game.
each season has 30 days, the current day shows what weather it is.
as-well as a nifty steam-punky clock.
also an event marker, looks like the player's village will be attacked the 19th at 01:54
this is how i plan to show the player that something is attacking there town, but normally you wont get THAT much time as this pic shows, at most 3days.
any-other event would show up to.
lists of stuff already planed out.
Races:
Human
Kettu
Mushroom-people (need name)
Demonyte (name pending)
Reptar
Biomes (overworld not counting caves):
Normal plains
Forests
Wasteland
Mushroomland (has allot to do with the mushroom race)
Desert
Jungle/swamp
Sea & Underwater
Mountain (usually connects to upper layers)
Villages (counts as smal biomes)
Layers:
F2 Sky lands
F1 sky & mountain tops
F0 overworld (check biome list)
B1 Basic caves (stone wall color is brown here) & underwater (if above layer is sea biome) and most Dungeons (entrances are in the over-world, while the actual dungeon is here)
B2 More Basic Caves
B3 Deeper Caves (first sight of Lava)
B4 Ash Caves (lots a lava and the walls change to ash-rock)
B5 Firey Underworld lands (a more open like world like the overworld) and shadow dungeon can be found here.
B6 Bedrock Caverns (the bedrock caves represents allot more depth then the layers before it, and is one of the hardest layers in game)
B7 Bedrock Caverns (also has Huge diamonds that are to big to mine,aka just for show)
B8 lava sea surrounding the core, its basically ALL lava, and i plan to have a boss battle here with the core guardian.
B9 ??inside Core??
B? ???
Dungeons: (max 1 type per biome)
Old Mine. Found in Normal Plain's Biome (isnt really a Dungeon but it works with the same room principle)
Castle Ruin. Found in forest Biome
Pyramid. Found in Desert Biome
Inca like Temple. Found in Jungle Biome
Underwater Temple. Found in under Water biome
Shadow Dungeon. Only found deep underground in the Underworld lands
Current Block-tiles:
/=\ has roof tile's (roof's works mostly as a visual thing, any roof can be built for any tiles)
Dirt
Sand
Glass
Coral (AKA underwater stone)
Stone
Cobblestone
Ash Stone
Bedrock
Obsidian
Mine shaft (these are just wood frames that can be placed ontop of ANY wall)
Iron "Prison" bars
Grass-house /=\
Wood /=\ (2 types of roof)
Mushroom-wood /=\ (cause mushroom biomes has mushroom tree's)
Rotten-wood /=\ (found in abandoned NPC village only)
Castle-NPC /=\
Castle-Ruin /=\
Pyramid /=\
Inca Temple /=\
Underwater Temple /=\
Shadow Temple /=\
Human basic houseing /=\
Kettu "asian" houseing /=\
Musrhoom houseing /=\
Demonyte "bone" houseing /=\
Reptar Stone houseing /=\
("houseing" is basically the NPC houses theme for each race, its a theme the player can build as well)
Flat "carpet" Tiles: (these are Flat tiles that are placed on top of other tiles, grass is one example, serves mostly as decoration otherwise.)
Grass (fall/summer/spring seasons)
Snow (replaces grass in winter)
Mushroom grass
Jungle Grass
Carpets (lots of different kinds)
Dirt Road (actually just dirt tiles, but stops grass from growing over it)
Stone Road (will have some value for connecting NPC's houses)
Still working on the Items & ore lists.
suggestions are welcome.
questions?
though i need to get some programers help before anything goes anywhere, currently im making all the sprite work waiting for some opportunity.
(its a big idea, but the game isn't really all that big itself, it mostly have allot of content.)
if worst comes to worst, il at least give out the sprite work if anyone wants it.
the name "Tomg" stands for "That Other mining game" since its another mining game, but its quite different form the ones out there.
its a game idea iv been developing over time, i wasn't planing to show it of right now, but i need to get this idea out there.
sadly i can only do Sprite art, i cant program, but i am quite serious about the idea, i have already done a ton of sprite work, as well as though out how most of the game should work.
firstly about money:
there is No actual payment during Development, money depends entirely on what the game sell's for, how ever since im doing this mostly for fun, any programers helping would get most of the profit (80-90%?)
(currently looking for decent programers)
note, im not to good with writing everything down, so i might miss something, dont be surprised if i edit in more info later.
Ok so to the game itself:
Its a overhead view game, and i wont lie its highly inspired from old SNES games like Zelda, but every sprite is custom made from scratch.
(Picture already shows i have plans to add seasons)
(the game should have multilayer support (though its NOT an MMO))
basically you start in an randomly generated world and collect wood & stuff to make tools and houses and other things, most should know the theme by now.
but it will be more focus on exploring and NPC building.
there should be an automatic map that keeps track of wherever you been,(overworld and dungeon alike) no item required.
MAPSIZE: the map isnt infinite but has a size limit & border, (like a big island surrounded by sea) how ever once you reach this border you could travel to a new world.
so you could ether start a new world but still keep your gear & move back & forth, Though im thinking you cant just walk cross. (my current idea is you'd need to build a big ship or something to cross the sea.)
this would satisfy both those who want an infinite world or a limited size world.
but how does cave exploring & mining work then if its overhead? that's where the "layer" idea comes in.
the game world is...i gues like a book, as each page represents depth, and when you go down a page you get deeper in the earth.
(this pic is just a show of the layers idea, the game wont be side view)
i was gonna keep how "deep" you can go a secret but yeah, you can go ALL the way to the core, but whats in there i wont say
works a bit like dungeon maps with the floors in zelda.
each page/floor represents allot of depth.
the "pages" wont be flat but have there own cliff heights,
(if you drop down any holes on the bottom you go to the next layer & such)
there will be Dungeons, a different kind per biome.
yes there will be lots of biome's, jungles & deserts & undersea & others,
dungeons work with pre-designed rooms that randomly generate next to each other, full of traps & enemy's, and bosses.
(dungeon walls cant be destroyed until the boss is defeated)
here is most of the tiles i made, its actually bout 80% done.
(they ALL work in a buildeble fashion, the Player should be able to build any of these in game.
Note, they are all in Beta, ash stone shouldn't be purple in the final for example)
even though most tiles are done there's still tons of stuff to do like enemy's & items and doors & windows.
currently i have NO idea how water or lava physics should work.
this game also focuses allot more on NPC's.
you will find villages, you can trade or fight, or do small quests.
and you can build your Own village, or raise an army to conker all!!
yes army's (though be it small ones)
Soldiers you "get" will follow you around and have 2 modes.
1 follow mode, in this mode they are right behind the player, they cant get hurt or do anything, its just a visual thing to show that they are there.
2 Fight mode, in this mode soldiers will fight & can get hurt.
(idea is you control them RTS style with the right mouse button while you use the left for your own items)
villages might be friendly or not depending on various things.
so if its a bigger one and your enemy's they might fight you.
while the game focuses mostly on human characters, there will be Different Species to choose from.
originally these were just gonna be suggestions but i already made full sheets of them all so they are final.
(i want to avoid using the classics elf's dwarfs and goblins that every game has, in favor of more original races)
http://img195.imageshack.us/img195/2364/...gkopia.png
(link only due to huge pic)
notice how the heads are separate from the body, the idea is to be able to add alt heads aswell as change colors, for good customization.
Races:
Humans (you are one, go figure)
Kettu (the foxes, inspired by Keaton's, and have Asian type community)
Mushroom people (what is definitely not human Nor animal i though, so Mushrooms 8D)
Demonytes ((name pending))this is the only race i added for personal reasons, i like demonic imp-bats. they live deep underground)
Reptar (the reptile race)
(another race could be added, but that's for a later date)
there's also different weapons each race can make, like while a humans make swords from iron, the kettu makes katanas and reptar battle axes.
Calender mockup.
(note the game's time is NOT real time)
this is what the calender could look like, and it would be quite important in this game.
each season has 30 days, the current day shows what weather it is.
as-well as a nifty steam-punky clock.
also an event marker, looks like the player's village will be attacked the 19th at 01:54
this is how i plan to show the player that something is attacking there town, but normally you wont get THAT much time as this pic shows, at most 3days.
any-other event would show up to.
lists of stuff already planed out.
Races:
Human
Kettu
Mushroom-people (need name)
Demonyte (name pending)
Reptar
Biomes (overworld not counting caves):
Normal plains
Forests
Wasteland
Mushroomland (has allot to do with the mushroom race)
Desert
Jungle/swamp
Sea & Underwater
Mountain (usually connects to upper layers)
Villages (counts as smal biomes)
Layers:
F2 Sky lands
F1 sky & mountain tops
F0 overworld (check biome list)
B1 Basic caves (stone wall color is brown here) & underwater (if above layer is sea biome) and most Dungeons (entrances are in the over-world, while the actual dungeon is here)
B2 More Basic Caves
B3 Deeper Caves (first sight of Lava)
B4 Ash Caves (lots a lava and the walls change to ash-rock)
B5 Firey Underworld lands (a more open like world like the overworld) and shadow dungeon can be found here.
B6 Bedrock Caverns (the bedrock caves represents allot more depth then the layers before it, and is one of the hardest layers in game)
B7 Bedrock Caverns (also has Huge diamonds that are to big to mine,aka just for show)
B8 lava sea surrounding the core, its basically ALL lava, and i plan to have a boss battle here with the core guardian.
B9 ??inside Core??
B? ???
Dungeons: (max 1 type per biome)
Old Mine. Found in Normal Plain's Biome (isnt really a Dungeon but it works with the same room principle)
Castle Ruin. Found in forest Biome
Pyramid. Found in Desert Biome
Inca like Temple. Found in Jungle Biome
Underwater Temple. Found in under Water biome
Shadow Dungeon. Only found deep underground in the Underworld lands
Current Block-tiles:
/=\ has roof tile's (roof's works mostly as a visual thing, any roof can be built for any tiles)
Dirt
Sand
Glass
Coral (AKA underwater stone)
Stone
Cobblestone
Ash Stone
Bedrock
Obsidian
Mine shaft (these are just wood frames that can be placed ontop of ANY wall)
Iron "Prison" bars
Grass-house /=\
Wood /=\ (2 types of roof)
Mushroom-wood /=\ (cause mushroom biomes has mushroom tree's)
Rotten-wood /=\ (found in abandoned NPC village only)
Castle-NPC /=\
Castle-Ruin /=\
Pyramid /=\
Inca Temple /=\
Underwater Temple /=\
Shadow Temple /=\
Human basic houseing /=\
Kettu "asian" houseing /=\
Musrhoom houseing /=\
Demonyte "bone" houseing /=\
Reptar Stone houseing /=\
("houseing" is basically the NPC houses theme for each race, its a theme the player can build as well)
Flat "carpet" Tiles: (these are Flat tiles that are placed on top of other tiles, grass is one example, serves mostly as decoration otherwise.)
Grass (fall/summer/spring seasons)
Snow (replaces grass in winter)
Mushroom grass
Jungle Grass
Carpets (lots of different kinds)
Dirt Road (actually just dirt tiles, but stops grass from growing over it)
Stone Road (will have some value for connecting NPC's houses)
Still working on the Items & ore lists.
suggestions are welcome.
questions?
though i need to get some programers help before anything goes anywhere, currently im making all the sprite work waiting for some opportunity.
(its a big idea, but the game isn't really all that big itself, it mostly have allot of content.)
if worst comes to worst, il at least give out the sprite work if anyone wants it.