Freespacer is still in development, and recently I seemed to have once again picked up speed.
For those new or who hadn't got wind of what my project was about: It is a RPG for Freepace, in the classical sense (paper and pencil).
It is version 0.46, and is about 45-50% complete.
I've drawn up the frame of almost the whole core book (I decided to call ver 1.0 that), inserted almost all of the Character creation (except for the explanation of specialized skills), started to work on combat, added general gaming principles, added stuff about Freespace History and Technology (unlike the game, the RPG will be as scientifically accurate as possible, though I will try to come up with some weird inventions that make Freespacey close-range dogfights necessary).
The latest version can be downloaded from here:
Freespacer Download I badly need artwork, and would also apreciate editing/blocking help.
I also crave any review, critiques and comments or your own ideas as well.
The last change in the game concepts - which is pretty solid by now - is the ditching of levelling up, or the enforcement of quantic development. Instead skills and perks will have xp cost so you can continously develop your character with even less restrictions.
I may postpone the integration of this concept though until I'm finished with the levelling up version though.
I still need ideas for a damage system without HPs for personal comabt, or even better a character development where HPs are assigned in a realistic manner - so no more taking a burts of SMG fire and flinching as if a mosquito bit you.
To sum up said concept:
Character Creation: SPECIAL primary statistics, no classes, Secondary Stats (battle) derived from Primary - Traits added for further roleplaying possibilities - skills acessable for everyone, buyable by xp, so are Perks parallely. Tertiary Stats for descriptory Character Data.
Combat: turn-based (duh, what did you expect?), with APs assigned for each character, order based on sequence. Suprise round at first, then alternating characters act, characters waiting for their turn can do limited actions (from spare AP) if encountering someone. Actions take preset AP, but for increased/lowered difficulty more/less AP is needed.