What is Aeges Road
I have recently realized just how vague I have been with the game play on the blog. Months ago game play was still in testing and still is to a point. However, at this point only the finer points are still in debate and the game play is pretty well locked in. There was also heavy experimentation and learning in the graphics department. I am no artist, so a lot of my early work was discarded. There were lots of screen shots early on because I was trying to discover whether I could pull off my vision or if I needed to shift gears before it was too late. Luckily, I got close enough with the art.
Of course, Aeges Road is an RPG. I doubt that I have been as experimental as I think I have with game play, but a lot of focus was put on bringing a lot of elements together into a game that I really felt needed to be build. I enjoy old school cRPG's probably more than the new ones. I also enjoy many of the JRPG's, both old school and new.
JRPG's to me always had the deeper story and graphics that were more to my taste. They also had a clever approach to humor and character development as things unfolded in the story. If they were books, you couldn't hardly wait to see what happened on the next page.
The old school PC RPG's that I really enjoyed were very flexible. I got to handle stat and skill increments as I leveled up. I really enjoyed the depth and complexity of these games. These were games that it was very easy to screw up a character and wind up hopelessly stuck. The risks and chances involved in level up decisions were very exiting and added to the game play.
The problem with old school game play is that it really has to be a great game to hook someone. So for Aeges Road, I wanted to step away from some of the more extreme complexities, but still have those elements in there. In turn, I have added a few complexities to the combat engine.
Combat is done in a turn based fashion, but is dependent on time like
most of the latter turn based RPG's. The more you do during a combat turn, the longer you wait for your next turn. So if you move and attack, you will wait longer than if you just attacked. Of course, it works the same for the enemy. So the idea is for the player to learn to leverage this and other combat rules to their advantage.
Combat is done tactically on a grid and based on range. There are many different attacks and manipulations that allow multiple hits and a variety of effects. Enemy movement happens fairly quickly, but there is enough pause between decisions for the player to be able to keep up with what is happening. I think this is important for the player, it helps with strategy.
This game is party based, with three main characters. Members of the party who go down during combat will be revived with 1 hit point following combat. If the entire party dies nothing is truly lost except a little progress. All experience, gold, and items are kept, including what was earned during the combat you were defeated in. Only during the beginning of the game can a game over situation occur. I have made this period very brief so the player can get into the more complex parts of the game very quickly.
Dialog is going to be mostly static. The main point of the dialog is to unfold the story and build the characters. There will choices in the game, some that make a difference and some that do very little. It really depends on the NPC.
The stats in the game are handled through class choices. Each class has certain stats that are increased with each level. Multi-classing is encouraged and uninhibited. If you want a Warrior/Rogue/Monk/Priest/Druid/Knight/Assassin/Ranger/Paladin be my guest. I can't guarantee it would be a good combination, but the option is open to you.
Skills are free-form. Any class can raise any skill, though there are extra
bonuses that match back to class choices. For instance, a Warrior can become quite good at Nature Manipulation, but will not be as powerful with Nature Manipulation as a Druid with the same Nature Manipulation skill level. There are also resistance bonuses that can be effected likewise.
Ranged weapons have a greater basic attack range than manipulations. However, certain manipulations have a damage effect range that extend farther than ranged weapons. These wide ranges are usually weaker, especially in the lower level manipulations.
Inventory is slightly sorted to simplify management. Armor and equipment were kept simple for this game. There is a weapon slot, shield slot, helmet slot, and armor slot. All three pieces of equipment are modifiable via gems. The number of gems depends on the equipment, and the effects vary.
There is currently not a release date set, but my guess would be late summer or early fall of 2008. Very little programming is left to do. Most of the work left is artwork and content. The final game should be about 20-40 hours of gameplay and for sale here on this site and hopefully from other affiliates.
Finally time to show off a bit of what I've been doing. The screen shot here is a soon to be finished starter dungeon. I got sidetracked yesterday trying to finalize dialogs and didn't get any level design done. I did get a few small frameworks for level design finished though. Dialogs were working at one point yesterday until I decided I wanted there to work another way. Then I decided I needed multiple types of dialogs so I got the old one back to working and started working on another. Hopefully today I will get to put some actual gaming script into actual dialogs to kick off the first level of the game.
As evident, there isn't a lot of decoration, I haven't had time to draw object level decorations yet. Also, the character is just a template, I haven't gotten the main characters drawn yet. There is just too much to do, and I want enough playable content done by the middle of February so I can work out what I consider a few alpha level bugs before March testing begins. Once this is done, I will begin designing the main characters. I do however have a few simple monsters on the way, it gets old battling the clones. I mean, c'mon, I put a sword blank in the blank guys hand, what more could you want. :-)

