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

  • From: mattthefiend@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 29 May 2010 00:25:54 +0000

I'm smert. As far as starting populations go that would give you a reason to be 
a conpletist to ensure a good start overworld. 
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Date: Fri, 28 May 2010 17:18:17 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: [Design] Player health and losing conditions 
        for overworld maps

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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