
This started out as a learning and experience project after making a few simple things to get familiar with Torque, however interest from people who I've told about this has made me continue with it and now I suppose it was about time I made a topic here. I'm trying to keep the CRPG simple at first while adding some nice, new fresh ideas to make it stand out from other existing CRPGs.

I'm gonna need some opinions and suggetions for these things as my final plans for the CRPG is for it to have a fair amount of community involvement. I'm not saying that the gamemode would be released to download when it's complete, but it'll be handed to anyone who has had continued involvement with the project and also helped with it a fair amount.
- Day/Night Cycle - 70%
Self explanatory; not a single time of day all the time, 'cause that's boring.
- Full Year Calendar - 60%
Events will happen across the year, so it's not 'just another day'. Everything is set to that an in-game year is roughly 7 days, and the events are based off of UK and US holidays. Temperature is included with this, and the temperatures are based on the average monthly temperature in London, England. There is a range of temperature for each day dependant on the month.
- Dynamic Economy - 10%
People will have to pay tax with all purchases and money will be deducted from paychecks, etc. All this money goes in circulation to the economy, which is basically the pool of money that the government has access to. Buying land will add bills that you need to pay for once an in-game month (on the 1st of every month), which will deduct from your bank.
- ‘Interactive and Dynamic’ Job System - 60%
While there will be default jobs, I want players to be able to start up companies and hire people to work for them, with the company owners deciding how much they're paid along with education requirements. Employers will have to supply employees with the equipment they need, so if you're running a hitman service, you gotta buy those guns yourself. Oh, and also, only the default law jobs (such as Police Officer) will spawn with weapons, so the entire thing won't become a death match.
- Education System - 60%
People won't be able to just choose their job and become it, some time (and money) will need to be put into college fees and training before you can get your dream job.
- Player Needs (eg: Hunger) - 30%
People will need to take care of themselves, so they're gonna need to eat to stay alive. Your hunger goes down every 4 hours in game, and gets worse over time. If it hits zero? Bam, dead.
- Player Experience - 0%
This'll allow you to get better jobs, as the more experienced you are, the more promotions you get, right? Promotions will happen randomly based on your experience in that job, so if you've been a police officer for a long time, you'll get the police chief job without having to apply. Just takes time.
- Player Insanity - 0%
The more you kill players, the more insane you become. This will lead to the police keeping records (not literal ones) and your wanted level increasing quicker than usual, and you'll eventually find yourself spending more time in prison. Becoming way too insane will mean you will land in jail, regardless of if you were caught, and your time will be longer than even the most wanted of criminals.
- Player-made Businesses - 0%
Not just an extra paycheck, businesses need to pay an upkeep (which goes into the economy) and have their own bank accounts. They can hire people for whatever purpose they see fit but they have to pay them. If you go bankrupt, then the business is gone or at least very hard to get going again. Businesses won't just be an extra paycheck.
- Dynamic Stock Market - 0%
Each business will have their fair amount of shares on the stock market, and any player can buy and sell stocks. This isn't all fully planned out, as some research needs to be done.
- Player-run Facilities - 0%
Players can own and run things like private detectives, body guards, taxi services, those kind of things.
- Player-run Government - 0%
The people who are elected have a fair amount of power. They can select how much to tax people buy, what equipment the police spawn with and more. Taxed money goes into the economy and buying new things for the city comes out of it.
- Player-run Shops - 0%
Players can own their own supermarkets, corner stores, clothing shops, gun stores, whatever.
- Law System - 0%
There are laws and if you break them, you become wanted. No demerits, however, just plain old wanted stars. People will not be able to pay off their wanted levels nor criminal records. Think before you do things. Officers can arrest you and then you're in prison for a certain amount of time, or you can get broken out.
- Licence System - 0%
You'll need a driving licence to be allowed to drive, and if you're caught without one while driving then you can get fined. Same goes for a gun licence, gun sale licence, etc.
- Bank/Store Heists - 0%
If you're the leader of a massive mafia and decide to reach new levels, then you can steal from stores and even the bank, which will effect everyone. Not entirely planned yet.
- Hacking - 0%
Not planned in the slightest, but I know it must exist.
- Moderation - 0%
The chat will be logged, players will be moderators and be able to kick and temporary ban players.
Basic functionality of many things such as jobs, education, banking, money, hunger, etc. is implemented, it's just fleshing out everything and making it easily accessible for players, and to make the different systems work together. All planned features which are at least 10% have
very basic functionality (for example, the economy currently is players only being able to have money and a pay-check going into their bank).
List to be completed...
- Element - Scripter
- JakeBlade - Item Modeller
- Daniel.S - Bricks and stuff
Because JakeBlade is modelling stuff for me, the gamemode comes with custom weapons and items (and bricks if we can figure that out). You can see the weapons
here, or whenever I'm hosting (which isn't too often).
PS: This is my first ever project like this and I reserve the right for it to be stuff, or for it to be cancelled.