What would you like to see in a MK Open-world RPG

kadell

Active member
My upcoming fan-game will be an Openworld RPG (MK:SM/Deception style). It will begin after the event of my Fanfic Mortal Kombat Mythologies season 2 and will span across the original Mortal Kombat Trilogy and end during the events of MK4. Your decisions will affect your experience in a number of ways. I would like to hear your opinions and suggestions on what you think about or what would you like to see/do in a MK open-world RPG.

===Known Features===
•You will be playing as a completely new OC.
•Side-Missions will replace the challenge tower.
•Fatalities on Bosses are optional.
•All powers will be original, not copies.
•Yes, there will be companions.
•Joining factions won't affect much of the game.
•Vs Mode is a must, but it is limited just like it was in Shaolin Monks.
•Secrets? Well it is Mortal Kombat!

===Main Questions===
•Kreate-A-Kombantant or Default Protagonist?
•Skyrim Style Side-Quest or Simple Side-Quest?
•Class Types
 
You're going to make all of that by yourself?
Is it going to be one of those text adventure games or will there be artwork?
 
Go with Kreate a Kombatant, gives that flavor. Also give some humorous designs to the creative aspect like a top hat or something
 
Do you need help? I am working on programming right now, and I want to get challenges sent to me so I can see how I will handle them.
 
While it depends on the scale and complexity of the game itself, RPGs are hard to tackle by yourself considering it's one more asset-intensive genres. Anyways, to these questions...

•Kreate-A-Kombantant or Default Protagonist?

If you are going for a open-world RPG, I would say creat-a-character is the way to go. Default characters tend to more be suitable for RPGs with a linear structure.

•Skyrim Style Side-Quest or Simple Side-Quest?

I would like having multiple solutions and or rewards depending on your actions would be add re-playability. It also fits into the spirit of open-world rpgs since it make player feel they are more in control over the events.

•Class Types

That would heavily depend on the game's flow, especially when it comes to combat. Are battles real-time or turn-based? Is a simply a matter of clicking on a target like Disciples II? Is terrain and unit placment important like in Vandal Hearts? Do you have control over companions?
 
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It's gonna be in real-time. It's still going to have the fighting element in it too. I was also thinking of making a number of defaults that can be customized the way you want.

Do you need help? I am working on programming right now, and I want to get challenges sent to me so I can see how I will handle them.

You can help if you want, but I'm using GM6 for this.
 
Hmm. Not a bad idea. Although instead of class, how about room for fighting styles instead since the majority of the characters are kombatants, and since this is gonna be open-world rpg game, most things should be available. When leveling up, you should be able to set points on attributes or learn either a second style or a weapon style and either a new special move as well, although it costs more when buying the enhanced special (aka EX special).

As for starting the game, depending on what race or species you chose, it will automatic set you in that particular realm at the starting zone for that race.

For example:
Tarkatan will start at a very small Tarkatan village in Outworld or a Demon will start at the city of Nekros in the Netherrealm.
 
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