The idea behind FIGOR / figor
The main idea behind figor is not only to create a rpg which is inspired by flare and similar games.
It is also about creating something like a template for such games, similar to the godot-open-rpg project from GDQuest.
The core idea is to provide a base to create your own game in a more modern way.
In the past I just wanted to make my own mod for the flare engine. While planning I got various ideas that would change some game mechanics.
But I wasn't sure if I need to mess with the engine's code, possibly breaking the whole game, which I want to avoid.
While experimenting with flare modding, I found it hard to understand how it works and annoying too.
With previous godot experience I started to develop it as a godot game, which turned into figor now.
You can find the code here:
https://notabug.org/rbduck/flare_godot
I have still planned to create my own game out of it, now focusing on feature development, using placeholder assets to boost development, as I spent much time making art for the project in the past.
Planned main changes compared to the current flare campaign.
- weapon upgrades
much more crafting resources, for example used for weapon upgrades
skill / power system changes
- - no real skill tree, implementing other ways to learn powers
- the player is not bound to 1 of these 3 classes
- upgrading your skills with stat points and leveling is replaced with 3 seperate levels.
- Fighting with melee/ranged/magical powers/weapons gives you experience in these power types while improving your melee/ranged/magical skill level
Currently it is still in a very early development phase, many things are not implemented yet and a few things are quick and dirty implemented right now - like ranged attacks.