Abanchu-ru

by Michael Todd.

 

This document is a game concept document. It is not a full game, or game doc. At this point, it could become a mini-game, a small game, or it could become just one layer in a larger game.

 

The main concept is how the main character in this game moves. She is a girl who runs around the map, being blown by the wind. Her arms are out spread, like a kid who is pretending to fly.

 

Pretending to fly

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She moves with the wind, blown by it like a sailing ship. She can tack against it, but can move fastest when moving before the wind. A close example of the movement would be of a ship sailing.

 

Sid Meier’s Pirates!

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She is wearing a scarf, or has tassles on her cloths, to show the player which way the wind is blowing. However, if testing shows this to be unclear, there can be a basic wind display on the interface.

 

NPCs and Monsters

 

NPCs

NPCs are mostly Townsfolk, which are scattered around the town, and represent the goals and locations that the player moves between.

 

Some NPCs are stores, or give missions, while others are guardians or enemies. NPCs are the main source of new abilities for the players, and of advancing the storyline. When the player completes a mission for an NPC, the NPC will, in return, do something for the player, such as bestowing new abilities, new items, or moving out of the way to allow access to new areas.

 

The character’s clothing makes it clear which way the wind is blowing.

             windblowing

 

Some example NPCs are:

-       Tawami, the gatekeeper. He blocks the way from the first section of town, between the learning area and the main area. The player has to solve Tawami’s mission in order to continue.

-       Mezon, the mayor. Mezon runs the town’s buses, and gives the player many missions to remove objects blocking the station exits, or open up areas so he can build a new bus stop. Doing Mezon’s missions allows the player to safely move between points in the village, wherever there are bus stops.

-       Franklin, the storekeeper. Franklin buys various rare old items that are scattered around the town, and sells basic items.

-       Toru, the Witch. She gives scavenger hunt lists of items and objects hidden around the village, rewarding the player with the finished potion or spell when complete.

-       Maru, the Mother. Maru is the main character’s mother, and can be found at several spots around the town. She is always in all of the spots, but since the player can only see one of them at a time, it just seems like she moves very quickly or something. The player respawns at this NPC.

Monsters

The town is filled with Ghosts, that are also affected by the wind, like the player. They become more transparent and ragged when moving against the wind, and more tight and compact when moving before it.

 

Ghosts wander around the town, chasing the player, but sometimes give up and float off. If they touch the player, the screen darkens, and when dark enough, it goes black, and the player falls unconscious.

The player then wakes up at the closest place where Maru can be found. The screen grows brighter when out of combat for a short while.

 

The Town

 

The map is a town, in the style of an old Dutch village, with streets, wide parks and courtyards, and narrow alleyways.

There are trees, wooden fences, grass and cobblestone streets.

 

An old Dutch town

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In closing...

 

This is a game concept document. It has an idea for a movement system, a main character and a world feeling, mixed with a certain style. It suggests an isometric RPG, but could be made into many other types of game. I look forward to pulling this out next time I am brainstorming.

 

I have not designed a combat system, thinking of this more as a younger child’s learning game. A basic RPG, no direct conflict, just a fun adventure with a mysterious story.