An Introduction


Introduction

Hello everyone, and thank you for stopping by to read this Devlog. Today, I’d like to introduce you to my project, currently titled Project Flames. My goal is to develop a story-rich dark fantasy RPG that fills the void many RPGs today leave behind. Additionally, I plan to integrate Southeast Asian elements into the world-building, offering a fresh and unique experience.

Concept Map [WIP]

Map of the Chaimongkhon Kingdom [WIP]

An Introduction to the Team

Please allow me to introduce myself and the team—well, just me! My name is Will, and I am the sole developer of this project. I’m an accounting student in the Midwest region of the United States, and I develop video game prototypes in my free time to learn more about efficient programming and game development standards.

My Inspiration

On a trip to Bangkok, Thailand, I realized how "slept on" the Southeast Asian setting is in media. While there is some representation in TTRPGs and video games (think Nagas in D&D), the setting and influence are largely untapped in Western markets. Thailand has a beautiful culture of inclusivity, a rich history, and intriguing mythology. The Thai pantheon of gods and ancient heroes mirrors some of our favorite classic Western stories and mythology.

A Bit About Planning

Research 

Inspiration is crucial on this development journey. As I mentioned, this project was sparked during a trip to Thailand. Thai ruins offer a beautiful contrast to Western cultures. While Europe immerses you in grand castles and palaces constructed by nobility, many long-standing Thai cultural sites are temples. For example, the ruins in Phra Nakhon Si Ayutthaya, once the capital of the Ayutthaya Kingdom of Thailand, were entirely burned down. Today, what stands are the temples and burial mounds of the great kings of the Ayutthaya Period. These temples were restored and are still in use today.

Wat Yai Chai Mongkon

Wat Yai Chai Mongkon, Phra Nakhon Si Ayutthaya, Thailand

My visit to these historical sites revealed a distinct lack of castles or palaces (though they do exist). Power in such a setting relies more on spirituality. For instance, in Thailand, most people are addressed as "Khun [First Name]," but teachers or spiritual guides are called "Khru [First Name]" (I was surprised to learn that surnames are a relatively Western phenomenon). Calling a monk or a teacher "Khun [First Name]" is considered very disrespectful.

Objectives & Additional Influences

Pillar I - A Change in Scenery 

I want to hold dear the pillars and influences that I’ve immersed myself in throughout the development process. Presenting a Southeast Asian-inspired setting to a Western audience can offer a refreshing change from the usual Norse or medieval-inspired franchises. To do this, I must respectfully fuse these elements with those expected by a Western audience, creating a unique and engaging experience.

Pillar II - Story Depth 

Growing up, I loved RPGs produced by Bethesda Game Studios. Skyrim was the first game that got me into RPGs as a genre. I appreciated how they made stories fun to play without losing seriousness. I want Project Flames to follow a story that takes itself seriously while maintaining an entertaining factor.

Pillar III - Innovation 

Many RPGs today are quite formulaic. Players have a certain level to spec into different skill sets, often allowing them to re-spec their skills, which can harm strategy and replayability. I admire Lo-Fi Games' Kenshi for its leveling system, where to improve a skill, the player must use that skill. For example, to take less damage in the future, the player must be beaten unconscious repeatedly. A system like Kenshi's promotes strategic planning and adds depth to a playthrough.

A Final Thought on Goals

While not a proper objective, my design philosophy is "What You Buy Is What You Get." The monetization of the games market today is disturbing. Expansion content must be expansive enough to justify the purchase price. My goal (which may change) is to avoid early access or DLC, ensuring that the final product is a complete package for all players.

Technology

Engine Notes I am using the Unity Engine to produce this game. Initially, I started with Unreal for its simplicity, but I found the Blueprint system like training wheels—easy to start with but difficult to maneuver for challenging scripts. I prefer the flexibility that C# object-oriented programming provides.

Technical Strategy As a solo developer with a large, ambitious project, I anticipate needing to bring others on board eventually. Until then, my strategy focuses on modularity. I’m using Scriptable Objects and other data containers to create a flexible and persistent development environment. This reduces code rewriting and ensures efficiency.

Conclusion

Thank you to everyone who stuck around to read this. I plan to maintain a semi-regular upload schedule for devlogs and dev diaries, not only to build a community but also to keep myself motivated. In about three weeks, I’ll be heading to Thailand for a month. While I’ll continue developing during this time, it might be at a slower pace. Once again, thank you for your time.

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