A game designed by a life long gamer, for life long gamers!
I have played, play tested, experimented, broken, modded, and explored games almost my entire life. But what I have never done is found a game that scratches all the itches I want scratched! Live Another Life is my response to all those missed checkboxes. And we all know how annoying it is when we, the players, know we have a good idea and the developer treats the game as money grab. Responsiveness and honesty are what you can expect here.
A fully developed, fully featured world (tbh, I thought it up in the shower...just saying) for us all to explore. With many locations and many characters to see and meet and no one-size-fits-all solutions to problems. Lacking skill in one area will not necessarily stop you. There is, after all, more than one way to skin a demon. Or potions to throw at them. Or dimensions to damn them to. You get the idea.
You want fantasy? How about choices? Maybe an award winning writer creating the story? ...well, you can have the first two anyways.
Want a deep progression system? Dislike too much grind? Your wish, my command.
With over 50 skills, plus several other stats to keep track of, there will never be a shortage of areas you can grow in. Oh, and there is no cap! Modeled on the idea that even in real life you can be a master, but never truly perfect, Live Another Life does not lock you into classes or caps. Instead, you choose what you want to work on. And your personality changes as you meet and interect with other characters. Keep acting like a pretentious know-it-all, I dare you.
As you progress through your courses, read books, and practice magic, you learn "The Words". Each word you learn is like a new link in the chain. You string the magical words together to create your own spells! Or feel free to use spells invented by those mages and magistrix that came before you. But remember, the more words you learn, the more complex and capable your own spellcasting becomes. Don't think the Merlins from centuries past knew better than you do...
Tired of casting the same old fireball spell? Looking for a fresh take on magic? Ya, me too. So I fixed up something special for us.
Been yearning to have that fantasy experience, but with some R+ rated content?
Jeez, me too. You know there are plenty of Ren'Py and Twine based games out there that cater to... some interesting interests. But what about a game that combines some of that "fun" content with a more serious approach to the world you play in? All coupled with some truly unique magical options... Guess what? You found it!!!
The Future as Foretold!
Passage System
Core NPCS
Skills Tracking
Time/Date System
Inventory System
Spell Casting
CHAPTER ONE!
Crafting / Gathering
Dynamic Side Quests
World Reputation System
CHAPTER TWO!
Variable Tracking
Relationship Tracking
Educational Courses
Locations
Dynamic NPC Response
Item System
Register/Login
Early Side Quests
Privilege System
Combat System
Official Graphics!
Gain Some Insight Into Our Cause
(For anyone that recognizes the phrase above, good on you gamer!)
I am a solo developer that cannot draw to save his life. Which should explain why this a text-based game. The concept for this game was drawn from many different sources and was finally ironed out over the course of hundreds of shower thought sessions. Combine a bit from the TV shows Buffy the Vampire Slayer, Angel, and Supernatural, then sprinkle in some pages from the book novels of Harry Potter, the Twilight Reign, and the Inheritence Cycle, and you've got a rough picture of where this is going.
Since I was young, I have always wanted to play a game where I wasn't bound to traditional game skill and level caps, where I wasn't stuck having to play repitituous side quests and linear stories that have been told a dozen times before. A game where I could become a quiet hermit, or an all powerful ruler, or simply a business owner. I want options and lots of them. I want complexity and a story I could get lost in for a time. Hell, a game that wasn't strictly PG-13 or XXX, but a bit of both. I have always wanted a "sky is the limit" kind of approach, unfettered with pay walls, rude developers, microtransactions, seasonal passes, silly loot boxes, etc.
Eventually, I figured it out. Even if there are games like that out there, I haven't found them. So I did what had to be done. I have built and am building it myself.
FAQs
No kidding. And yet, here we are. I have always been a fan of text games, of games that require optimization, the ones that require tracking a ton of different stats at the same time, and games where I can actually feel myself gaining power and prestige. I guess it's the complexity and character growth that makes it fun for me. After doing a job for 15 years where I wasn't really allowed to come up with ideas or use my problem-solving skills, I decided (for some reason) that building a complex, story driven, and complex data management game would give me that fulfillment I was after. So yes, it is ambitious, but the pride and excitement I have over creating something truly my own and giving it to the wider world to enjoy is hard to overstate.
This is a fun one to answer. And it requires a little personal history lesson. Over the years I have created a few small tools for myself out of HTML, CSS, and Javascript. Then I discovered React! Aside from state management, it was awesome. I started building this game with React, but then started seeing a few... well, shortcomings. Not the least of which was trying to use React and Redux to manage the vast amount of variables involved in a game. I thought about switching to Unity and C#, but decided I had already invested in Javascript enough and had little interest in relearning my "primary language". Plus, I still wanted to have marketable skills and React was still reigning supreme in the job market.
Anyways,I started played around with Next.JS, was pretty good, but again... state management. Even with Redux, it was increasingly onerous. Thats when I discovered the T3 stack and their Create T3 App and the state systems Zustand and Jotai. No pun intended, game changing! Coupled with the included server tools and the beauty of Typescript, progress started taking off. So in summary, the stack is listed below with their associated links:
Simple answer, because I am still experimenting with database and server management. In short order, it will be used to track bugs, and the types of folks that find the game fun enough to sink hours into. All of this helps me fine tune the game and where I should focus my marketing dollars. A privacy statement is pending, but the essential promise is this. Any personal information gained from registering will be used solely to improve the game and will never be sold or handed out (absent a court order, of course).
Hell yes! The first three chapters will be available to everyone. And with those first three chapters, all of the games essential mechanics will be included. This means the constant character growth and power gain will always be available to everyone. The paid content will basically be expansions to the story line. After every few additional chapters, the free side will be expanded to subsequently released chapters. Basically, by paying for cutting edge content, you are getting early access (hopefully without the EA bugs). And the subscription fee will always be capped at $5. Let's be honest, this isn't a AAA game studio here!
Who knows? Could there be a Live Another Life 2? I certainly won't say no at this stage. But let's see how this goes as it is, shall we?