From the tech side, no reason why we can't do both (: Not sure what the plan is though On Thu, Apr 30, 2009 at 10:28 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> wrote: > I have a q, are the minigames in all the towns, or is it wandering > vendors (like the guys in fallout who sell stuff?). > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Alan Wolfe > *Sent:* Thursday, April 30, 2009 10:25 AM > > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: combat musings - injuries, status, partylist, > matchups and tagteaming > > > > ok we can just do a straight up load last save game on death, and have > spirit nodes do autosaves. > > > > easier to program so im all for it! (: > > > > Yeah your ticket idea sounds good to me > > On Thu, Apr 30, 2009 at 10:20 AM, <figarus@xxxxxxxxx> wrote: > > Alan, I think maybe the character doesn't keep exp... Ppl could exploit > that by killing some high exp boss, die and repeat... I was thinking that > thing where it keeps track of your total player earned exp and can trade it > to get minigame tickets - did you not like that idea? > > Sent via BlackBerry from T-Mobile > ------------------------------ > > *From*: Matthew Morgan > *Date*: Thu, 30 Apr 2009 10:02:02 -0700 > *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx> > > > *Subject*: [project1dev] Re: combat musings - injuries, status, party > list, matchups and tagteaming > > That makes perfect sense, the only thing you get to keep is exp, so that > would just overwrite after every battle, and everything else would get saved > only if in a node? > > > > > > *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: > project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *Alan Wolfe > *Sent:* Thursday, April 30, 2009 10:01 AM > *To:* project1dev@xxxxxxxxxxxxx > *Subject:* [project1dev] Re: combat musings - injuries, status, party > list, matchups and tagteaming > > > > ok so when you die it does a load of the save it made when you were at the > last node (or your last save game if you havent hit a node yet?) and resets > everything to that point, but keeps any experience you've gained. > > > > sound right? > > On Thu, Apr 30, 2009 at 9:08 AM, <figarus@xxxxxxxxx> wrote: > > I dunno about gold > > Sent via BlackBerry from T-Mobile > ------------------------------ > > *From*: Alan Wolfe > *Date*: Thu, 30 Apr 2009 09:06:50 -0700 > > > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: combat musings - injuries, status, party > list, matchups and tagteaming > > Ok so lose all items but keep exp and gold? > > i think thats doable. > > I think i'll just have it do the game save / load idea, but make it > over-write the exp and gold after load with your at death exp and gold. > > any other values we want to persist past death we can do in a similar > manner too (: > > On Thu, Apr 30, 2009 at 9:00 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > > I'm with Eric, you don't want to let them keep items when they die. I think > keeping experience is good. If we design our dungeons properly there should > be no reason for a boring walk back to town anyway. All levels should be > engaging at all times, especially when they are almost finished. That's when > you should pull out the big surprises. > > I was thinking you could do it DnD style where your not really dead untill > you achieve negative 10 life. So when you hit 0 your player or party member > is knocked out and unusable. If you don't swap them out of combat they can > still be targeted. If a knocked out player (a player with 0 life) is damaged > further they can die, perhaps if your maxlife (as eric described above) > drops below 0. A complete loss will only occur when everyone is dead and the > player should not be able to be killed but only knocked out to 0 life. If > there are no surviving party members to first aid him then the team loses > and returns to a node. > > > > On Thu, Apr 30, 2009 at 8:54 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! > > > > > > > > > > > > > > > > > > > > > > > > > > > ------------------------------ > > > > > ******************************************************************************************************************************************************************* > > This e-mail is the property of Oakley Inc. It is intended only for the > person or entity to which it is addressed and may contain information that > is privileged, confidential, or otherwise protected from disclosure. > Distribution or copying of this e-mail, or the information contained herein, > to anyone other than the intended recipient is prohibited. > > >