[project1dev] Re: [Design] Player health and losing conditions for overworld maps

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 28 May 2010 14:55:45 -0700

okay first off, 2 people isn't enough genetic diversity for an entire city.
I hate to say "realism" but I don't want to be king of a bunch of inbred
mutated hillbillies, if that were the case I'd move to Alabama.
I'm thinking we should start a city with a decent population, say during
your first person adventure into the land you find slaves or locals in
hiding or whatever and the better your performance in the adventure mode
increases the overall starting population of your city in overworld.



On Fri, May 28, 2010 at 2:40 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Is that because you have no seed population to rebuild?
>
> If so that  brings up the question  where do these people come from?
>
> In the original game you created 2 people out of lightning bolts and they
> lived in your temple and had awesome sex parties constantly (or so im told)
> :P
>
> In our game where do the initial people come from?  Where the rest of the
> people come from?
>
> maybe we are freeing people from slavery somehow instead of them
> reproducing?
>
> One thing to keep in mind though that's an easy trap to fall into is that
> making something fun and making something realistic are often not the same
> thing.
>
> That doesn't automatically invalidate what you are saying or anything, but
> just sayin that cause its an easy trap to fall into, thinking that realism
> and fun are the same thing :P
>
> Anyhow, what you think... where do these people come from? the first ones,
> and the subsequent ones...
>
>
> On Fri, May 28, 2010 at 2:19 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>
>> I think if ALL population is destroyed, you lose.
>>
>> On Fri, May 28, 2010 at 5:03 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> > In the original act raiser game, i dont think it was actually possible
>> to
>> > lose on the overworld map portion of the game.
>> >
>> > Bad guys could destroy your town til all you had was your main base
>> (which
>> > was invulnerable)
>> >
>> > Bad guys could beat the heck out of your angel so that you had 0 HP.
>> >
>> > Neither things caused you to lose.
>> >
>> > Your town would rebuild as it could, and your angel would regenerate HP
>> and
>> > MP over time so he would have health again after a short while.
>> >
>> > The reason there was HP was that if your angel was at 0 health, you
>> couldn't
>> > shoot your bow (although i think you could still cast spells) so
>> basically
>> > while you had 0 HP, monsters would run amok all over your town and wreck
>> > shit.
>> >
>> > So, how do we want our game to play?
>> >
>> > Here's what i propose but we can talk this out if you guys have other
>> > ideas...
>> >
>> > #1 - Your wizard tower has (alot of) HP.  If it is destroyed, you lose
>> the
>> > level and have to start over.  This is the only losing condition for
>> > overworld map play.
>> >
>> > #2 - If your player loses all HP, i think he should be able to move, but
>> not
>> > able to shoot fireballs or cast spells.  Maybe he goes ghostly looking
>> or
>> > somethng until some time passes (like 10 seconds lets say) and then you
>> get
>> > like 10% of your health and are "alive" again.
>> >
>> >
>> >
>>
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>
>

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