First of all, sorry for the lack of updates. Hopefully that will change now that I’m on a new schedule, though I’m running on 4 hours of sleep, so don’t count on it. Today I wanted to talk more about the battle system I’d like to have for Gun Sage. Previously I talked about how I wanted to incorporate many elements into one allowing for a true action RPG experience that sacrificed on neither front while also allowing for incredible gunplay and martial arts, emphasizing a need for both.
No, he won’t be in the game, but that would be cool.
I thought I’d try something new, so instead of having an “official” update as far as progress for Gun Sage, I want to do this instead. I’d rather throw my ideas out there just to see if it ilicits any sort of good, bad, mediocre, whatever response. Right now, I’ve yet to even get another copy of RPG Maker, so that said, it’s been a matter of gathering stuff and very little else from a physical completion angle.
Since this will be my first post on this blog, go here to check out the story, general synopsis, etc. Gun Sage is an idea for a game I came up with about 20 years ago. Originally it was just an RPG with guns. It’s blossomed into a collective of ideas that revolve around post-apocalypse, revolution, real time strategy and resource management in the context of a traditional RPG, militia development and management, interrogation tactics (from both sides of the equation), a complex skill upgrade system, a psychology system that interweaves the plot and changes according to your actions, and deeply seeded martial arts and gun man philosophies.