I thought the experience giving you tickets thing was seperate from the dying thing, but the rest sounds right as far as i understand it yeah On Thu, Apr 30, 2009 at 10:40 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Alan: I agree that the death scenario should not be for every time but for > a few times that make sense for an extra bonus. > > What did we settle on for saving and dieing? Game autosaves when you hit a > savepoint and when you die you return to your save point with everything > reset. Any experience earned turns into some kind of bonus point that can be > spent on games? > > > On Thu, Apr 30, 2009 at 10:36 AM, Matthew Morgan <MMorgan@xxxxxxxxxx>wrote: > >> Gotcha! >> >> >> >> >> >> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: >> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Alan Wolfe >> *Sent:* Thursday, April 30, 2009 10:34 AM >> >> *To:* project1dev@xxxxxxxxxxxxx >> *Subject:* [project1dev] Re: combat musings - injuries, status, >> partylist, matchups and tagteaming >> >> >> >> 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. >> >> >> >> >> > >