
RAVINE
Ravine is a high-complexity SRPG, taking inspiration from both traditional RPGs and tactical RPGs alike. Travel across Ravin, collecting clues and artifacts to uncover the secret of the underground, and the long forgotten city that rests within.
Ravine is currently in development, but is quickly approaching the early prototyping stage.
Project Team:
Evan Halevi (figold666): Project Lead, Systems Design, Mechanics Design, Level Design, Writer, Composer
Aidan O’Connor (nadronnoco): Art Manager, Lead Writer, Narrative Design, Character Design
Elena Li (nicestkiller): Lead Programmer
Yunkun (ricell111): Character Design Artist
Haoran (kami3599): Programmer
Serena (grublady): Composer, Sound Design
Short-term Objectives:
Assemble the vertical slice.
Recruit more members (specifically in art, writing, and animation).
Finish up the Economy and Player Skill systems.
Clean up documentation.
Design Considerations:
Tight levels / loose systems: Taking inspiration from some of the best SRPGs out there, the levels are designed to be more puzzle like, but the systems the player has access to grant them a variety of ways to solve those puzzles. That freedom creates a very strong gameplay loop.
Quality over quantity: Each unit has a notably increased power budget compared to a traditional SRPG, but the amount of units the player has access to is reduced. This allows the player to focus their efforts only on the units that they really like, and rewards them with more depth to both that character’s gameplay and story.
Meaningful overworld interactions: Overworld interactions are tied to a variety of different systems, such as the Morale system, that impact every aspect of the game. This makes even the more story heavy parts of the game game-play heavy, as your choices still matter even in a non-combat environment.