even if we dont use this method, i am excited about minigames in general. i love golden saucer, i loved the boardgame in dq5 and am excited to dev some for this game On Thu, Apr 30, 2009 at 11:58 AM, eric drewes <figarus@xxxxxxxxx> wrote: > basically i dont want players to feel like they spent an hour in a dungeon > gaining experience only to die and lose it all and have it be meaningless... > maybe theres something else we can do re: this to compensate them for their > efforts so its not a complete waste. > > > just thinking outloud, maybe every 10k of exp the PLAYER (not character) > gets, he gets a ticket like in DQ5 that lets you play a minigame for prizes > that you can use in game. :) > > > On Thu, Apr 30, 2009 at 11:54 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> that makes sense about the knockout before dying. >> >> About not keeping items that makes sense. >> >> Should they keep exp even then? >> >> If not, we could just do an automatic game save at the spirit node and >> then load that when they died. >> >> Can you think of a situation you'll ever want to do that is an exception >> to the rule? >> >> >> On Thu, Apr 30, 2009 at 8:49 AM, eric drewes <figarus@xxxxxxxxx> wrote: >> >>> turnbased fantasy rpg version of americas army style gameplay :-P >>> >>> >>> On Thu, Apr 30, 2009 at 11:47 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> That sounds decent (: >>>> >>>> >>>> On Thu, Apr 30, 2009 at 8:45 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>>> >>>>> well i think health would probably work like a hybrid of halo and >>>>> marvel vs capcom where you have two health bars, current life and max >>>>> life, >>>>> your current life can go up via auto healing or first aid, but your max >>>>> life >>>>> cannot be restored unless you're in a town. >>>>> >>>>> example: >>>>> >>>>> main character has: >>>>> max hp 100 >>>>> current hp 100 >>>>> >>>>> he gets punched, losing life >>>>> max hp 90 >>>>> current hp 70 >>>>> >>>>> now he uses first aid, bringing him back up to 90 (100 is truemax, but >>>>> he cannot attain that) >>>>> max hp 90 >>>>> current hp 90 >>>>> >>>>> this will also influence the strategy of party set up, tagteaming, etc. >>>>> >>>>> >>>>> >>>>> >>>>> On Thu, Apr 30, 2009 at 11:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> Hey just thought of something else too... >>>>>> >>>>>> Eric if you hate the war of attrition we could go the route of the >>>>>> modern games (or at least try it) like halo where you have hp but it >>>>>> recovers over time (like when you are in back row or maybe not in >>>>>> combat... >>>>>> or potentially all the time?) >>>>>> >>>>>> Not sure if its a good idea, but its an idea :P >>>>>> >>>>>> lol >>>>>> >>>>>> >>>>>> On Thu, Apr 30, 2009 at 8:35 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>>> >>>>>>> I like the FF view better myself. >>>>>>> >>>>>>> I'm am curious for the answer to Alan's questions as well. >>>>>>> >>>>>>> >>>>>>> On Thu, Apr 30, 2009 at 8:32 AM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> 100% definitely. either ff style or maybe where its 3rd person over >>>>>>>> teh shoulder style. i think you should be able to see them and with >>>>>>>> our >>>>>>>> gameplay style i think it'll be needed to show whats going on - >>>>>>>> visually and >>>>>>>> mechanically it'll be better. i was actually gonna bring this up when >>>>>>>> we >>>>>>>> got into more detailed combat stuff :) glad we're on the same page >>>>>>>> there >>>>>>>> too. >>>>>>>> >>>>>>>> >>>>>>>> On Thu, Apr 30, 2009 at 11:28 AM, Alan Wolfe >>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> BTW what do you think about us changing our battle view from the >>>>>>>>> dragon quest 5 view to the final fantasy view? >>>>>>>>> >>>>>>>>> I kinda miss being able to see the characters, and see the weapons >>>>>>>>> / attacks and skills the players use. >>>>>>>>> >>>>>>>>> I think it makes the combat more epic and fun. Like think of >>>>>>>>> fighting vargas or ultros where you see his tentacles slap your >>>>>>>>> players, can >>>>>>>>> you remember a fight like that at all in DQ5? i cant...most of the >>>>>>>>> fights >>>>>>>>> are unmemoriable, except for the ones where like 10 slimes form into >>>>>>>>> the >>>>>>>>> slime king hehe >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> On Thu, Apr 30, 2009 at 8:25 AM, Alan Wolfe >>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> I think switching out your characters could work, that kinda >>>>>>>>>> sounds cool and i can picture it in my head. >>>>>>>>>> >>>>>>>>>> When you would switch, would you be able to switch any turn of >>>>>>>>>> combat, only the first, or what? Also is there a penalty to >>>>>>>>>> switching or is >>>>>>>>>> it for free? I'm just curious cause if one guy was dying you could >>>>>>>>>> swap him >>>>>>>>>> out with another and have a fresh guy, is that ok? >>>>>>>>>> >>>>>>>>>> If so we could do soemthing like marvel vs capcom i think it was, >>>>>>>>>> where the team mates that are in the back row and not fighting >>>>>>>>>> slowly heal >>>>>>>>>> their wounds (in this case they heal a small amount as round time >>>>>>>>>> progresses) what you think? If that is too overpowered, it could be >>>>>>>>>> something like they can only heal maximum up to the life they had >>>>>>>>>> before >>>>>>>>>> they got struck in the current battle. >>>>>>>>>> >>>>>>>>>> Being held by one character and attacked by another makes sense. >>>>>>>>>> Maybe its a skill, and what happens is when you use that skill, the >>>>>>>>>> character that used it has to keep using it each turn to hold onto >>>>>>>>>> the >>>>>>>>>> monster and that monster basically struggles each turn where it has >>>>>>>>>> some >>>>>>>>>> chance to escape but that uses up it's turn. Just like real life if >>>>>>>>>> you >>>>>>>>>> oare outnumbered, grabbing hold of someone or wrestling around with >>>>>>>>>> them >>>>>>>>>> wouldnt be a good idea cause his buddies would kick your butt, but >>>>>>>>>> if there >>>>>>>>>> is like 1 monster left it could be a cool skill. Like havin a guy >>>>>>>>>> like >>>>>>>>>> sabin be able to grab the last enemy and hold him while your other >>>>>>>>>> guys hit >>>>>>>>>> him would be a pretty useful skill (: >>>>>>>>>> >>>>>>>>>> About the player never dying, on one hand i could see that working >>>>>>>>>> but on the other, couldnt you just scrape through anyhwere by walking >>>>>>>>>> through a dungeon and getting knocked out at each fight? How do you >>>>>>>>>> balance >>>>>>>>>> that out? >>>>>>>>>> >>>>>>>>>> Some cool ideas! >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Thu, Apr 30, 2009 at 6:36 AM, eric drewes >>>>>>>>>> <figarus@xxxxxxxxx>wrote: >>>>>>>>>> >>>>>>>>>>> ok here is how i am thinking parties will work in combat... >>>>>>>>>>> >>>>>>>>>>> there will be 3 active party members in any fight and 4 on the >>>>>>>>>>> sidelines that can be "tagged in" (swapped) as a combat option for >>>>>>>>>>> any of >>>>>>>>>>> the active players INCLUDING the hero. this will allow you to sub >>>>>>>>>>> out >>>>>>>>>>> injured characters for fresh healthy ones, or if you want two >>>>>>>>>>> people that >>>>>>>>>>> can do a special attack, you can have them sub in to pull of a coup >>>>>>>>>>> de >>>>>>>>>>> grace, or maybe there is a MATCHUP you want to exploit. >>>>>>>>>>> >>>>>>>>>>> Matchups? Huh? >>>>>>>>>>> >>>>>>>>>>> Matchups are basically already existing in games but without >>>>>>>>>>> anything to quantify them. basically, if you're in battle against >>>>>>>>>>> a big >>>>>>>>>>> slow ogre or something, you can adjust your party to better match >>>>>>>>>>> up w/ the >>>>>>>>>>> enemy (enemies) you're fighting. Maybe you want a big dude that >>>>>>>>>>> can go >>>>>>>>>>> mano-y-mano with the ogre, or a small quick dude who can exploit >>>>>>>>>>> the ogre's >>>>>>>>>>> plodding attack and slow defense. Maybe you're up against a flying >>>>>>>>>>> creature >>>>>>>>>>> and arrows will be the best way to bring them down when standard >>>>>>>>>>> attacks >>>>>>>>>>> seem ineffectual. Picking the best match up for what you're going >>>>>>>>>>> against >>>>>>>>>>> can mean the difference of life and death. >>>>>>>>>>> >>>>>>>>>>> Injuries/status - we don't just want fights to be wars of >>>>>>>>>>> attrition where you attack attack attack and try to slowly drain >>>>>>>>>>> your foes >>>>>>>>>>> life (and vice versa) - in real life, this would be the equivelent >>>>>>>>>>> of >>>>>>>>>>> standing in front of someone and punching them back and forth until >>>>>>>>>>> someone >>>>>>>>>>> died. Silly! i think most (if not all) of us are experienced >>>>>>>>>>> martial >>>>>>>>>>> artists and we know fights don't work like that, there are holds, >>>>>>>>>>> throws, >>>>>>>>>>> etc that can put your opponent in compromising situations that give >>>>>>>>>>> you the >>>>>>>>>>> advantage. Add weapons to this and we have a fun system that is >>>>>>>>>>> more >>>>>>>>>>> dynamic than the typical rpg combat system. Examples of this would >>>>>>>>>>> be >>>>>>>>>>> sweeps/tackles/throws that leave the enemy prone and thus unable to >>>>>>>>>>> defend >>>>>>>>>>> themselves as well, or entangled via nets, maybe even HELD by one >>>>>>>>>>> character >>>>>>>>>>> while the others beat it up (could we do this)? or maybe getting >>>>>>>>>>> maimed or >>>>>>>>>>> hamstrung knocks you over, getting stunned (like street fighter >>>>>>>>>>> when you do >>>>>>>>>>> a certain combination the enemy can't move and has birds flying >>>>>>>>>>> above their >>>>>>>>>>> head) is another example. >>>>>>>>>>> >>>>>>>>>>> This style of combat would add a lot of depth and strategy and >>>>>>>>>>> make combat feel more "alive" and dangerous and fun. Also it adds >>>>>>>>>>> a lot of >>>>>>>>>>> potential skills and techniques to our future list >>>>>>>>>>> >>>>>>>>>>> Injuries - with our injury and death system, swapping to keep >>>>>>>>>>> your team healthy is important. This is kind of a big thing but I >>>>>>>>>>> am sort >>>>>>>>>>> of leaning towards thinking maybe MAYBE the hero can't die. >>>>>>>>>>> everyone else >>>>>>>>>>> can, but if the hero is "knocked out" in battle, he's back after >>>>>>>>>>> the fight. >>>>>>>>>>> he can then go forward to try to find the next respawn node or >>>>>>>>>>> maybe theres >>>>>>>>>>> a "Recall" option where you can revert to the start of the dungeon >>>>>>>>>>> with all >>>>>>>>>>> your party members intact. i think this will eliminate a lot of >>>>>>>>>>> frustration >>>>>>>>>>> as well as prevent people from keeping the hero on the sidelines >>>>>>>>>>> worried he >>>>>>>>>>> will die. >>>>>>>>>>> >>>>>>>>>>> just as a quick guess... i am thinking you get 7 active party >>>>>>>>>>> members (3 active, 4 tagteamable) and then an additional 7 back at >>>>>>>>>>> your >>>>>>>>>>> "home base" that you can swap out ff style whenever you're there >>>>>>>>>>> for a total >>>>>>>>>>> of 14 in your party. We will (ideally) have 40-50 recruitable >>>>>>>>>>> characters so >>>>>>>>>>> this forces you to make some decisions on who you want to pick but >>>>>>>>>>> also >>>>>>>>>>> gives you a large stable of characters so you don't feel like >>>>>>>>>>> "shit, i have >>>>>>>>>>> to give up one of my favs". >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Just some thoughts... let me know what you think! >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >