...or that is will what it will be called for now.
Ive spent quite a bit of time just getting the sprite system set up so nothing really to look at just yet. But heres an in game pic. In the mean time, im going to bed.
More info/pics soon!
![](http://members.gamedev.net/fallingsky/laskingame.bmp)
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Here's an axiom for you: you can just take any action-oriented game, and create an extremely innovative experience just by twisting the combat (conflict resolution) mechanics around a lot. Messing with other mechanics usually results in nice eye candy, but nothing more.
Often this means detailing a part of the game mechanics that previously was approximated by a "crude" system, like a random decision, rock-paper-scissors systems, linear progress bars, etc. Detail it, add new elements, remove others. Don't worry about unbalance or what "should be right".
For example, take a run-of-the-mill medieval RPG, make weapon reach important (sword hits 10 times before dagger gets close enough to hit), and a shield only gives directional protection (fighters are unprotected if attacked from behind). Now you've got a host of strategic elements that just don't exist in regular RPGs. I'd say that game would be innovative. The emphasis here is in the strategy that arises from positions / formations, and to have that I needed to twist a few mechanics that are usually modeled as entirely linear (and predictable) systems.
[edit] Oops, I got carried away and forgot to congratulate you on starting a new project! I hope this can be of some use in designing the mechanics for this new game ;)