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So, I have an idea for a forum RPG. It's not in any way a brilliant new idea- It's been done before. But the thing is, it hasn't been done in quite a while, as far as I've seen, so... I was thinking of bringing it back.

(That's not necessarily the name of the game in the image above - It's just something I made a while back that fits the theme)
Basically:
The idea is that you start as a little spit barely worthy of being called a member of a species in a vast ocean, and your job is to get up onto land (or not, whatever) and evolve into a great roaming herd of creatures - That you get to design! Well... Provided that you can make it with the options I give you. That's the thing I'm currently working on: How to really give the player freedom on what they want to become, without letting them break the game. I'm sure I'll come up with something.
Another thing is that- well, I fancy myself a bit of an artist, so... If you'd like, I can at any point give a shot at making a rendition of how I see your creature. And it doesn't stop there, I'll probably be using some illustration throughout the game to give the player a better idea of things. That said, I think the players themselves should be in charge of how they see the world inside their head, and not limited to my view of things.
But before I put in too much effort into this, I'd just like to know whether people are actually interested in playing a game such as this. If enough people say that they might be willing to give it a try, then it's settled.
I wish I could give you more info on the game, but there's still a lot to do and things are subject to change. I suppose I can tell you that the game will be multiplayer and the players will be interacting with eachother. But aside from that- oh! I almost forgot.
There's an extra special side to the game that I'm considering. It would truly add a twist to the way the game works. You see, I might make it so that the player has an option whether they play as a creature that evolves and so forth, or a HUNTER whose job is to hunt down specific creatures. How this would be balanced, I still don't know, but like I said, I'm considering it. Because it sounds pretty sweet. So, I'd especially appreciate some feedback on this aspect.
I was planning on making a more thought out post about this later, but I figured I should just make sure my work is not wasted. I'm sure you understand.
So... What do you say?
I made two games some time ago that this reminds me of because one was evolution based, with no one to interfere, and the other one had hunters coming to your home but you couldn't play as the hunters. I'm in and I'm willing to suggest ideas.
I made two games some time ago that this reminds me of because one was evolution based, with no one to interfere, and the other one had hunters coming to your home but you couldn't play as the hunters. I'm in and I'm willing to suggest ideas.
What are the hunters-
are they other creatures that have a simply grown much biggeer than the players?hummans getting food?Please tell me.
Ah, StormDragon! I remember those games, they were rather good. I think I took part in one, although I must apologize if I quit soon after joining...
Anyhow, that's great news as I do need an opinion on this thing. You see, the idea of players being able to play as hunters as well would add variety, for sure. But it does come with it's problems. For instance, what are the hunters supposed to do while the creatures are still swimming around as tiny cells in a huge sea? That doesn't quite work out. Then again I have been thinking of objectives / quests for both creatures and hunters to do in order to gain extra experience and the like, so essentially this would mean that the hunters could for example be hunting npc creatures in the meanwhile. What do you think?
So how's it working for controlling a massive population, since a big attribute that's often evolved is having tons of babies.
What are the hunters-
are they other creatures that have a simply grown much biggeer than the players?hummans getting food?Please tell me.
It's okay cause I got too busy to keep up with the games. As for my opinion on the hunters... I like the idea of quest and I think that with enough exp you could be able to level up and therefore upgrade the hunter or creature in ways that the story might or might not have provided.
So how's it working for controlling a massive population, since a big attribute that's often evolved is having tons of babies.
I think that if you play as a creature then you should be the leader and if you die, but your kind still lives, then you should be able to play as the next leader.
I think that if you play as a creature then you should be the leader and if you die, but your kind still lives, then you should be able to play as the next leader.
I think you should do a pseudo-realistic evolution progression scheme where certain evolutions are only unlocked or become available if certain requirements are met i.e. You start off as a single celled organism, and if you want to become a carnivore, plant, or herbivore, you can choose to eat bacteria, attempt to produce food yourself, or eat algae (Eventually you'll be multicelled and the option to become Omnivorous would unlock if you are either a carnivore or herbivore).
If you 'attempt' to do things, even if it doesn't work, it allocates evolutionary experience towards it so when you reach it, you unlock that evolutionary trait.
For example;
Player 1: My species attempts to crawl on land
GM: Most of your species die, but the remaining survivors gains exp towards land evolution (2/10 xp)
Player 1: My species attempts to breathe air but floating to the surface of water and try to filter out oxygen without water.
GM: Most of your species fail, but their offspring's gills slightly change as a result of such a traumatic change. (5/10 xp)
And so on, and so forth. Of course, this makes it harder for players to find the exact ways in order to try and evolve the creature the way they want, but it'll be more satisfying to do so.
I think you should do a pseudo-realistic evolution progression scheme where certain evolutions are only unlocked or become available if certain requirements are met i.e. You start off as a single celled organism, and if you want to become a carnivore, plant, or herbivore, you can choose to eat bacteria, attempt to produce food yourself, or eat algae (Eventually you'll be multicelled and the option to become Omnivorous would unlock if you are either a carnivore or herbivore).
If you 'attempt' to do things, even if it doesn't work, it allocates evolutionary experience towards it so when you reach it, you unlock that evolutionary trait.
For example;
Player 1: My species attempts to crawl on land
GM: Most of your species die, but the remaining survivors gains exp towards land evolution (2/10 xp)
Player 1: My species attempts to breathe air but floating to the surface of water and try to filter out oxygen without water.
GM: Most of your species fail, but their offspring's gills slightly change as a result of such a traumatic change. (5/10 xp)
And so on, and so forth. Of course, this makes it harder for players to find the exact ways in order to try and evolve the creature the way they want, but it'll be more satisfying to do so.
I like that experience idea too, since it the player needs to be creative to get the evolutions they want. Then you still present some options though, like when trying to breath on the surface you choose between primitive lungs like most animals, or tiny holes in the body like bugs.
Loyally, you say? Well, I'm flattered. But don't make promises you can't keep! Not to bring the mood down or anything, but the game could always turn out different to what you're expecting. Thanks though!
I like that experience idea too, since it the player needs to be creative to get the evolutions they want. Then you still present some options though, like when trying to breath on the surface you choose between primitive lungs like most animals, or tiny holes in the body like bugs.
All games that I've played I've played, and updated until it completely died out.
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