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

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 28 May 2010 17:18:17 -0700

Hey Matt that's an interesting idea about freeing people in the FPS mode to
seed your initial population

On Fri, May 28, 2010 at 5:13 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> lol you guys
>
> well ok, the only thing that worries me about this setup is that right when
> you first start any level, you are dangerously close to losing already.
>
> we can playtest this way vs the other idea vs any other ideas we have
> already but it just seems like going this route all the challenge would be
> in the beginning of the level?
>
> Maybe i'm wrong though, we can totally playtest and see how our ideas play
> out.
>   On Fri, May 28, 2010 at 3:09 PM, eric <figarus@xxxxxxxxx> wrote:
>
>> Lol
>>
>> Sent via BlackBerry from T-Mobile
>> ------------------------------
>> *From: *Kent Petersen <kentkmp@xxxxxxxxx>
>> *Date: *Fri, 28 May 2010 15:09:59 -0700
>> *To: *<project1dev@xxxxxxxxxxxxx>
>> *Subject: *[project1dev] Re: [Design] Player health and losing conditions
>> for overworld maps
>>
>> I have no problem with Alan's losing conditions.
>>
>> On Fri, May 28, 2010 at 2:55 PM, Matthew Freeland <mattthefiend@xxxxxxxxx
>> > wrote:
>>
>>> 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.
>>>>> >
>>>>> >
>>>>> >
>>>>>
>>>>> Project 1 Dev mailing list
>>>>> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx
>>>>> Project 1 website: http://project1.demofox.org
>>>>> Project 1 SVN repository: http://pyotek.com/project1
>>>>>
>>>>
>>>>
>>>
>>
>

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