Daily Design: Day 211

Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on randomly generated words. Today, they are; 

Collecting, Book and Magic.

As such, the game I’ve designed today is…

Occult Curator

Occult Curator is a turn-based RPG about a wizard who’s rebuilding his or her master’s library after they accidentally magicked all the books away, because I imagine wizards in training are just the worst.

The player takes up the reins as this happens, and whole awful event plays out as the game’s tutorial. From there, they’re given a lot of freedom – the idea being that it’s a (properly) open-world turn-based RPG.

There are loads of books to gather, and each one provides an increase to the player’s stats in some way. Books are also broken down into sections, and will provide cumulative bonuses as the collection grows. For example, collecting books on fire magic will result in fire magic becoming especially powerful.

There are also rare “Ancient Tomes”, and only a handful exist in the world. These are very well-hidden, often behind high-level and difficult content, but also provide the greatest rewards.

Initially, the player’s custom character is alone in their travels, but has the ability to capture monsters and make them fight alongside him/her. Back in the library (which serves as a central hub), there exists a massive book, known as the “Bestiary”. Every collected monster is recorded in here, and so it’s basically an ancient Pokédex.

Combat is as straightforward as turn-based RPGs can get, with player actions hidden behind menus that are navigated in combat. There’s healing, buffs, debuffs, spells with awful names – the works. While I’ve been spouting that the combat is “Turn-based”, it’s actually similar to how the Final Fantasy series works, in that it’s technically real-time. Combat will move forward with or without player input, and characters can only act when their bar fills.

Spells are learned either through special Tomes or by collecting enough books in a set. Spells have a huge range of uses, both inside of combat and out. Combat spells include damage across several elemental types (which are more or less effective against certain monsters), and spells outside of combat include the ability to teleport to new places or interact with certain objects to enter new areas.

While the game has a central story related to re-collecting a specific set of books, the real goal is to gather all of the books in the library. It’s a collector’s wet dream, essentially, which is why I’m so excited about the idea of this game existing (and so crushed that it likely never will). Well, back to Pokémon Go.

That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept. 

 

 

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