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

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!

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.

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

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.