[project1dev] Re: Fwd: re: items/equipment

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 8 Apr 2009 13:06:10 -0700

A good example of a game that keeps the player near death and on edge is the
original resident evil. Healing items were very far and few. When the player
was injured he dragged on, the player literally limped around. Now, I'm not
saying make a survival game but I am saying that games don't need to be
littered with healing items especially if the enemies are avoidable with

On Wed, Apr 8, 2009 at 11:19 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> some comments mad dog (my lil bro) had.
> to the first questions, yeah - there would be advantages/disadvantages to
> both but maybe they both work all the time (so you don't carry both) but
> maybe maps require you to take alternate routes depending, or maybe the whip
> can have functions like flicking switches that the hook doesnt have.... not
> sure on this but something to think about...
> re: healing, i also really like the idea of limping to the finish line or
> whatnot... some of my most memorable game playing experiences involve
> pulling out last second victories or escaping against the odds... i want to
> encourage that sort of experience, where the player finishes a level BARELY
> and is relieved and wants to celebrate.  However, we will have to balance it
> out and it may or may not require healing nodes/magic/items -
> also another note on healing is i would say, the main character being vital
> to the team means there are special rules w/ him.  personally i hated that
> in certain rpgs/strategy games, if hte main character died, you were
> Fuxor'ed and had to restart.  The solution to that would be to leave the
> hero in the back for fear of him dying.  what kind of hero is that????  in
> my mind there are two solutions to this, one - the hero alone has a sort of
> health regeneration or healing factor like wolverine, or two - if the hero
> dies, the other party members have to Jailbreak him from a node just like if
> one of them die.  The player would take over the "2nd in command" and battle
> to the node.    I think both choices are ok, what do you guys think?  or do
> you think my perspective on healing items/magic is flawed?
> ---------- Forwarded message ----------
> From: Matthew Morgan <MMorgan@xxxxxxxxxx>
> Date: Wed, Apr 8, 2009 at 1:49 PM
> Subject: RE: [Spam]items/equipment
> To: Eric Drewes <edrewes@xxxxxxxxxx>
> Cc: "figarus@xxxxxxxxx" <figarus@xxxxxxxxx>
>  So like certain parts are accessible if you have say the hookshot as it
> would go across a long gap, but some are only for whip coz it wraps around
> the support or something like htat, break it down even more?
> I also like that its bushido blade style, you get legged you can limp your
> ass back!
> Nodes are good for dead comrades, but I don’t think healing nodes are good.
> You should be skillful enough to get through it without a node, and few
> potions to boot. Your not good enough, you can wait for your compadres to
> pick your weak ass up.
> *From:* figarus@xxxxxxxxx [mailto:figarus@xxxxxxxxx] *On Behalf Of *Eric
> Drewes
> *Sent:* Wednesday, April 08, 2009 10:41 AM
> *To:* project1dev@xxxxxxxxxxxxx; Matthew Morgan
> *Subject:* [Spam]items/equipment
> like everything else, items and equipment will be a little different than
> most rpg's... basically there will be two types of items in the game, items
> for overworld exploration and equipment for combat/stat stuff.
> let's break it down:
> overworld items would be things like lanterns, torches (can we currently do
> dynamic lighting with moving light sources?  does anyone else see this as
> being potentially AWESOME for atmosphere... i can see it invoking tension
> and fear going into a dark cave with a lantern, not knowing what you'll bump
> into...) also we will have some sort of implementation that will allow for
> traveling accross gaps, etc. (think indy's whip, link's hookshot) i'm not
> sure what though, i really like grappling hooks and whips maybe we can have
> both and theyd both have strengths/weaknesses that would let the player
> choose what they kept with them based on their characters stats/personal
> playing style/magic ability.  Magic will also have a rope/whip like function
> w/ telekenesis (or maybe levitation)... i am sure there are more we could
> have, and we will probably bump into new ideas while we're building levels
> (like... oh, itd be cool if we needed a ____ to get through this part)
> and now...
> ok a major pet peeve of mine is that in games, how strong you are is
> basically defined by the fancy equipment you are equipped with.  FALSE. this
> is ridiculous.  If you gave Conan a run of the mill steel sword, he'll still
> cut you in half with it.  I LIKE SPECIAL WEAPONS but again, this is a less
> is more thing... 1 magic sword is unique, many becomes ho-hum.  strength of
> attack will be heavily influenced by skill and physical attributes of the
> attacker, so a great warrior will still be great with a mediocre weapon, a
> poor warrior will still be poor with a magical blade.  its not what you
> have, its what you do w/ what you have (although yeah for sure, a great
> warrior gets an ancient magic blade and it's on like donkey kong... but lets
> make it a challenge for this to happen.) Another major issue i have is that
> in RPG's, everyone wears big heavy armor and it doesnt affect how they move
> or attack.  In this game, the characters are on adventures.  It is pretty
> hard to run, jump, climb, etc. while wearing full plate armor.  Combat will
> be balanced so that light armor, small weapons, etc.  are all viable forms
> of combat that don't really handicap the user.  Heavy armor can be used but
> there will be a cost - a character cannot wear chainmail and expect to
> hide/abush in combat, it'll be hard to swing across ropes, etc.  everything
> that makes logical sense.  equipment, stats and skills will be interwoven
> and influence one another... this is how we will balance things out and let
> people make their own classes without letting characters get overpowered.
> Ideally, I think the game should be able to be played using an number of
> character styles/classes.  Want to be a big barbarian swordsman w/ light
> leather armor and no magic? fine.  Want to be a standard adventuring rogue?
> thats fine too.  Mage? great, hop on board.  Mage-knight?  COol but you'll
> have to earn that extra power and sacrifice something to make it work.  Want
> to beat the game as a happy go lucky mime? well maybe this isnt the game for
> you, take a hike.
> Furthermore, i hate the idea of our characters running around with 1000
> herbs or whatever.  i want there to be a lot of neat items and stuff but i
> would say we should have more "wearable" things and less just random junk on
> us at all times... my gf needs something from her purse and it takes 10
> minutes to dig through all that shit.  less is more!  we're adventuring, not
> having a tea-party.  I don't want the standard HP going up up up and healing
> items being so important to long trips into dungeons, i would say less HP,
> less getting hit, more penalty for getting hit.  I envision it like
> america's army (the fps game) where if you get hit, you're injured and
> theres first aid but that stops the bleeding and helps but doesnt
> automatically bring you back up.  I'm not a personal fan of healing
> items/magic being so intrinsic through rpg's ... theres a better way and we'
> should find it :)  we could actually borrow from the L4D model where its
> about survival and we could have temporary boost items, and maybe a healing
> node in various spots (maybe the healing node and jailbreak node for dead
> comrades is one and the same, we could work on mythology involving that)
> next up... party members and recruiting - stay tuned!
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