Been away from making games for a while, and had recently came to thinking about some game ideas and got this one.
Wait for the Rain is story-centric Puzzle ARPG.
StorySaid in first person as a narrative motive.
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I had arrived at my uncle's care as a child - 10 years old. My uncle was a great man who had taken care of many royal gardens, and upon finally retiring was given a large garden for his own as a gift for his last employer. The garden given to him was huge and spectacular at the time, for me, and as I spent my years there, I grew to love it.
The years passed and I had grown into a man under the care of my uncle. When I was 25 years old, around May, my uncle had suddenly disappeared without a word, abandoning his garden. I was confused at first but soon after started to care for the garden myself. The garden remained in good health through the summer but when autumn hit, the garden dried up. The following years were rainless... I attempted to revive the garden, but for whatever reason the garden did not grow from the spring water I gave it. Eventually, I gave up on taking care of it.
5 years later, still living at my uncle's place who had remained missing, I went into his room and stumbled upon his journal. I had not dared enter his room before, but now it seemed fairly pointless to fear entry. I read the diary thoroughly and eventually came to the last entry which was concise but enlightening. It said, simply: "My dear boy, child of my brother..." and then a few lines down, "Wait for the Rain."
After reading his whole journal, I understood more about the garden than he told me, and set out to revive it once more.
Plot» Click to show Spoiler - click again to hide... «
The plot of Wait for the Rain centers around the hero, who remains nameless throughout and is only referred to as the Caretaker. It goes through a long and hard process the Caretaker undertakes to restore the garden to its former glory. There are more puzzles than battles, and a lot of dialogue. Beyond restoring the garden, there is also the sub-plot surrounding the uncle's disappearance and why that had caused the rain to stop.
Characters» Click to show Spoiler - click again to hide... «
The Caretaker:
The young man, 30 years old, that was brought to the care of his uncle 20 years ago. He knows about gardening and landscaping, but apparently he had not learned been taught the many other things the garden holds. After reading his uncle's journal, he finds out about many things that must be kept in check for the garden to bloom and be rained upon once more. Setting out to do those things, his love for the garden shows as he speaks with the hidden inhabitants of the place.
The Uncle:
The uncle of the Caretaker and the actual owner of the garden. Disappeared mysteriously 5 years prior to the setting of the game. Little is known about him - even the Caretaker doesn't know much.
The Spirits in the Stones:
The four spirits residing in the four sections of the garden, set in stones to protect and care.
Amber: The spirit of the north section, Amber was once an elderly man who had loved the blossom of sunflowers and the color of the golden wheat. He had taken, in his lifetime, to understand delicate plants.
Quartz: The spirit of the east section, Quartz was a stocky man with a love for earth and minerals. When he lived, he had learned about soils and minerals and how they work with various plants.
Emerald: The spirit of the south section, Emerald was but a child who had loved the green rolling plains and developed a love for climbing trees. In his short life, he had acquired the eye for the health of grass and trees.
Opal: The spirit of the west section, Opal was a young woman who had lovingly taken care of a small decorative garden with a pool. She had taken to teach herself when to water her brilliant plants and how to include water as decoration.
The Passing Merchant:
A passing merchant that stops, sometimes for days, at the garden and had traded with the uncle and now trades with the Caretaker. There is a shroud of mystery about him, and he appears to know more than he says.
Features- ABS - In the vein of Zelda, but not with quite so many tools. This kind of battle gameplay helps put an emphasis on involved battles. You literally run away from enemies, or sneak past them. Additionally, it allows the game to disregard the arms race as the weapons are almost always the same weapons and your skill matters more.
- Inventory - Like those seen in Quest game, an inventory that you take items out of to use with objects on the field. This is to make the player think about how to apply items. Each item can be used at different places, and sometimes even expended in doing so, which allows a totally different gameplay.
- Intricate Puzzles - Complex puzzles that test your logic and perception. I hate it when a game doesn't put up good puzzles in front of me. I like the challenge in figuring out how to cross a bridge or how to get from one place to another in 3 different ways.
I'm aiming to make a game that doesn't make you race to level X to beat enemy Y. The game will have few bosses and not that many fights.
The center, as I said, is the story and puzzles.
Battle System BreakdownMeanwhile, I developed the battle system a bit, theoretically.
Battle will be handled similarly to Zelda - 2 tool buttons and a number of tools.
Unlike Zelda, the primary attacks are split into 3 different types + defensive attack.
The attacks are gained from the stones - simple form on starting the work on them and the chargeable form on finishing the work on them.
The attacks are as follows, while not saying what the chargeable form is:
Amber - large forward shot, consumes a lot of spell power.
Quartz - small 360 degree blast, consumes medium spell power.
Emerald - long spike, hits through enemies, consumes medium spell power.
Opal - forward shield that damages, gradually consumes spell power.
Besides these 4, the first spirit you talk to also gives you a simple attack spell akin to Link's sword. It upgrades to chargeable after you finish the first stone.
How does it sound and any questions about it specifically?
I would like feedback on the idea.