oh one more thing - i dont think i talked about this... i am a console gamer at heart and would love if we could port this over to xbox live arcade someday. I like playing games with a controller and prefer it to mouse and keyboard mostly. i actually think we should design the game from the bottom up w/ dual controls in mind (mouse/keyboard and gamepad) and support gamepads asap... the wired 360 controller plugs right into the computer :) On Wed, Apr 8, 2009 at 1:42 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > Thanks Eric. Those were the kind of answers I was looking for > > > On Wed, Apr 8, 2009 at 10:15 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> you know, it's funny but your "no elves at the north pole comment" >> >> it makes me want to make a game (not this one) where santa (he might not >> actually be santa, he could just be a human toy maker / machinist kind of >> guy) and the elves live in a camp on the pole, on the frozen tundra in the >> woods, in the land of perpetual night, and there is some dark king type guy >> who lives near and is trying to bring evil onto the world or something (like >> picture the guy from legend.. damn i love that movie). >> >> The atmosphere would be relaly dark and epic and surreal hehe >> >> maybe it'd just be another area in the candy land game >> >> I really wanna see the peppermint woodsmen chop down some gremlins w/ his >> candy axe haha (and then maybe he gets overwhelmed) >> >> >> On Wed, Apr 8, 2009 at 10:05 AM, <figarus@xxxxxxxxx> wrote: >> >>> good questions kent... >>> >>> i think the size will really be dictated by the amount of work/effort it >>> takes to get the character creation and first "world" done. If it is easy to >>> create and populate the world, we'll make it bigger, if it is hard - we will >>> go for quality over quantity and focus on doing the best we can w/ what we >>> have. What you envision is in line w/ my thoughts though, re: NPC's being >>> unique and having a purpose rather than just being fodder. >>> >>> Physical land, i would say we will have to play w/ it. I think this is >>> another answer that will be best reconciled via in game trial ... its hard >>> to say without knowing how the game "feels" - it could be that smaller areas >>> with dense content may feel like more than enough, or maybe we'll feel like >>> we need large rolling landscapes to invoke the proper atmosphere. >>> >>> I would imagine 1 or 2 small towns per world, and then new towns and >>> combinations, changes, etc when the worlds are smooshed together. My less is >>> more comment was more in reference to quality over quantity and also - when >>> we design things, we should try not to duplicate thing too much, i.e. one >>> magic wishing well is unique and adds flavor, make a ton of them though and >>> they lose their value. >>> >>> I know these are sort of vague answers - re: how big the world is, but >>> its hard to say really without knowing how the game will feel. hopefully >>> this first map will give us the information we need and we can design and >>> proceed accordingly. >>> >>> as far as mythology goes... my only BIG thing is i really really really >>> really (x1000) want to avoid modern fantasy cliche's like orcs, elves, etc. >>> i feel like tolkien has been tapped one too many times - but there are >>> plenty of other sources for inspiration that we can draw from that can >>> provide a lot of cool stuff for us. I like greek mythology, arabic >>> mythology, norse mythology, etc. alice in wonderland, steampunk stuff, >>> conan, fafhrd and the grey mouser, peterpan, old folklore like grimms >>> fairytales, native american legends, tall tales (John Henry FTW) etc >>> >>> one thing is i would say we can have A minotaur, but not a minotaur race >>> - we want to make a clean distinction between us and WoW :P plus, back on >>> the theme... a minotaur is unique, a race of them loses the mystique. In >>> fact, i would say that about everything fantastical - an elf is fine, a race >>> of elves is fairyland at the northpole w/ legolas - ha ha. seriously, i >>> fucking hate elfs. anyways, i would say it like this ... if we create our >>> own race of creatures, or the race in inspired by either an obscure source >>> OR an ancient myth, we can have MANY of them - im cool w/ goatmen, centaurs, >>> mermaids, mushroom men, as RACES. but if we are going to use something >>> derivative (like something tolkien, WoW, harry potter or other major modern >>> fantasy things) we should limit it to 1. Maybe my brain is broken but even >>> though I HATE ELFS - i think one elf sounds kinda cool, like mysterious, >>> where did it come from? why is it here? what is it doing? Wow and to >>> contradict myself, i think dwarves are ok too or a dwarf is neat >>> too...mythological races will be a case by case thing, maybe, and as we get >>> deeper in the mythology of the game will be further developed and things >>> like this might be answered along the way. I hope this is making some sort >>> of sense... >>> >>> On Apr 8, 2009 12:31pm, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >>> > I would say design it with porting in mind. Everything that uses the >>> mouse interface should be able to have an analog stick representation. We >>> would also need to keep controls to a maximum of the number of buttons on an >>> XBox controller. >>> > >>> > >>> > How long will the game take to finish if one was not exploring every >>> detail? >>> > >>> > How large of a game will this be? How many NPCs will wander the world? >>> Will there be 100s? 1000s? 10000s? From the description you have given I >>> envision a "smaller" game with 100s of NPCs (or less) each NPC unique with >>> something important to provide to the player. How about physical land space? >>> Will it include many towns or fewer? Just one in each land? I guess what I'm >>> really asking is when you say less is more, how much detail do you want and >>> how large of a game will it be? >>> > >>> > >>> > If we are creating our own lore, we should have some basic monsters in >>> mind. What kind of Mythological creatues would you like to have? Like >>> Centaurs and Minotaurs or something new we make? Maybe a half otter half man >>> sea creature. Something different entirely? >>> > >>> > >>> > >>> > >>> > On Wed, Apr 8, 2009 at 5:40 AM, eric drewes figarus@xxxxxxxxx> wrote: >>> > >>> > yeah man, definitely like the telekenisis idea and it is in line w/ >>> what i had in mind. I pictured a glowing hand that's range was defined by >>> your willpower/skill and could activate switches, grab items, etc. but i >>> really like the potential for physics and stuff. It could be balanced also >>> because i was planning on having items in the game like a whip (or hookshot, >>> etc). well i will address this in the items/eq post but yeah :) >>> > >>> > >>> > >>> > >>> > >>> > >>> > On Wed, Apr 8, 2009 at 8:29 AM, Chris Riccobono crysalim@xxxxxxxxx> >>> wrote: >>> > >>> > >>> > This is an awesome foundation document. Good job writing this up, >>> Eric. :) >>> > >>> > >>> > >>> > There's so many things to build off of in here. I really like the >>> > >>> > telekinesis archetype.. it's a good way to include magic in the game >>> > >>> > in a unique way. It'll also be great for storytelling purposes! As >>> > >>> > for the control thing, we should definitely think about analog sticks >>> > >>> > for later on (which can easily be done with the mouse on the pc) >>> > >>> > >>> > >>> > Legend of Mana on the ps2 had a great system that let you change the >>> > >>> > psychics of things after you grabbed them with a whip by using the >>> > >>> > analog stick. We could create a skill implementation of that with >>> > >>> > telekinesis, where you can grab objects and manipulate them in the >>> > >>> > world using the mouse. >>> > >>> > >>> > >>> > Messing with the speed of the movement gave a great sense of gravity >>> > >>> > too, so you felt like you were actually throwing something around. >>> > >>> > Using randomness here helps too. >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> > On Tue, Apr 7, 2009 at 9:26 PM, figarus@xxxxxxxxx> wrote: >>> > >>> > >>> > >>> > > Game objective: to provide an amazing experience to gamers by fusing >>> action adventure elements and traditional rpg gameplay - with the extra >>> twist that only WE can provide. >>> > >>> > > >>> > >>> > > Theme: the overall theme of the game is a new mythology. I picture >>> more like greek myths, old folklore, etc rather than modern fantasy like >>> lord of the rings. It is really important we establish our own creatures, >>> stories, myths, monsters etc. Obviously we can be inspired by things we >>> think are great (zelda, oldschool ff's, modern rpg's) but we want it to be >>> in the universe we define and design. In my head, the characters, npc's, >>> etc. are mostly real down to earth ppl with real problems, but they live in >>> subtly surreal world with all sorts of wonders and dangers that don't exist >>> irl. I think a major key here is to remember-less is more. If you have one >>> magician, he's unique and interesting, if you have 100 (like harry potter) >>> magic becomes common place and loses its *ahem* magic. If we want stuff to >>> have an impact, it is smart to keep it's mystery and rareness. Supply and >>> demand, etc. You all took economics. >>> > >>> > >>> > >>> > > >>> > >>> > > Setting: this game is set in a yet unnamed world. In the beginning, >>> there are the pocket "worlds" - each representing its own self contained >>> little world of various size, including town/towns, landscape settings, etc. >>> A world might be an island or a dessert world. These worlds are connected >>> by doors that progress forward towards an unknown 'final world' in a linear >>> fashion. there are two doors hidden in each world - one forward to the next >>> world and one back towards the beginning. When NPC's go through the doors >>> they turn into crazed demonic creatures called karzi. For an unknown >>> reason, the main character can freely transverse through the doors - the >>> first half of the game will mostly involve the quest forward to the final >>> world. The second half of the game is after the main character reaches the >>> final world, something happens that causes the borders between the worlds to >>> crumble creating one large interconnected worlds made up of the lands that >>> the character went through and some he didn't. While to the character it >>> was only mere moments between the event in the final world and his arrival >>> in the new one, it is 10 years later in the now combined world. New empires >>> have formed, aliances made, and new adventures to be had. >>> > >>> > >>> > >>> > > >>> > >>> > > Character skill/stats: >>> > >>> > > The stat system is going to be deep and interconnected with other >>> systems and stats in the game. Things like speed will affect both overworld >>> movement and combat speed. Besides the standard stats like strength, >>> quickness, speed, constition, etc. there will also be auxillary stats >>> involving the character's will power. These stats are aggression and >>> discipline - these stats affect things like going berserk, getting scared, >>> etc. which will have influences on combat. >>> > >>> > >>> > >>> > > >>> > >>> > > Stats: >>> > >>> > > Strength: influences damage, lifting ability, critical hits. >>> > >>> > > Quickness: influences dodging, rt, speed running >>> > >>> > > Constitution: affects HP, stamina, lifting ability >>> > >>> > > Will: influences discipline/agression system, magic abilty >>> > >>> > > Charisma: influences ppl's reaction towards you, ability to recruit, >>> some magic, also influences faction stuff. (Maybe there's order charisma and >>> chaos charisma and some ppl are attracted to either or neutrality) >>> > >>> > >>> > >>> > > Perception: influences dodging, also makes things like traps, secret >>> doors, hidden treasure, etc glow. >>> > >>> > > >>> > >>> > > Skill intro: >>> > >>> > > There are basic skills, master skills, and perks. Basic skills are >>> the skills everyone has.. Things like parrying, swinging a weapon, dodging, >>> swimming, jumping, etc (all affected by stats) and then there are master >>> skills which basically is how classes are defined. Master skills are skills >>> that "level up" and give bonus perks and abilities in combat. An example of >>> this would be like final fantasy skills like swordtech for cyan or blitz for >>> saban. Another example of a master skill is magic. Perks are things that >>> can affect overworld or combat, like a quickdraw perk that gives you first >>> strike more often, lockpicking, an ability to sense if certain >>> creatures/characters have magic ability... There can be a ton. >>> > >>> > >>> > >>> > > >>> > >>> > > Ahhh magic: >>> > >>> > > Yes there will be magic. It will not be like magic in normal games. >>> Magic. in this game is all about imposing your will on the world around you. >>> Instead of using the elements, etc. Magic will be used to do telekenisis, >>> mind control, mentally destroying the enemies, and bend physical reality >>> etc. Now that's not to say we can't have crazy bad ass spells, as mages can >>> warp reality and the world around them using the power of their will... >>> Causing rock spikes to burst from a boulder, etc. Also telekenisis can be >>> used in the overworld, its range and strength varying on will power and >>> magic skill. Perhaps further power in magic would allow time manipulation, >>> etc. Very very few ppl in the world can use magic, and it is secretive and >>> looked at as evil. >>> > >>> > >>> > >>> > > >>> > >>> > > Movement in the world: >>> > >>> > > The main character can run, jump, climb, etc. Exploring is going to >>> be an adventure, with things like ropes to swing across, places to jump, >>> things to dodge, etc. I am picturing indiana jones type of things with >>> giant boulders, darts shooting from the wlals, spike rooms, places to swim, >>> etc. Just a lot of cool actiony things to challenge the gamer. >>> > >>> > >>> > >>> > > >>> > >>> > > Combat: >>> > >>> > > Combat is initiated by bumping into or being ambushed by an enemy. >>> It will change screens to a combat screen like a traditional rpg but it >>> will not be standard turn based action once in. What it will be is >>> something I have termed the "slip strike" system. Basically combat will be >>> like a bizarre chimera of mike tyson's punchout, gemstone and final fantasy. >>> Basically you control your character by selecting a command and then >>> deciding when to execute it - while waiting you will actively control a >>> block/parry/dodge defense and when you see an opening you'd execute. I can >>> see this system being awesome, but perhaps overwelming. Maybe the beginning >>> will be standard atb combat and only at the end is this... We'll have to >>> play with it and find what is fun. Status effects like being maimed, etc >>> will affect dodging and can either be made via critical hits or damage >>> inflicted by overworld obstacles/etc. >>> > >>> > >>> > >>> > > >>> > >>> > > Important notes, re: combat - >>> > >>> > > To grind or not to grind, that is the question... Basically, there >>> are going to be two kinds of areas in this game, explore areas and grind >>> areas, now grind areas can have adventuring and explore areas can have >>> combat and enemies, but we want to keep in mind the theme of the area. >>> Basically it is my belief that every battle should be dangerous and >>> challenging and pose an actual threat to the player. Rather than make the >>> game a war of attrition as the main character plows through an endless horde >>> of weak enemies, all the fights in an adventure area should be meaningful. >>> Less enemies, more epic fights basically. There will, of course, be grind >>> areas too where you can do battle for the hell of it. >>> > >>> > >>> > >>> > > >>> > >>> > > Party member: >>> > >>> > > Two quick things here... This is subject to change depending on how >>> the combat system plays out but basically you'd either control your group >>> actively like ff or dq or issue them general commands. This will need >>> tweaking once we get in. The other aspect of party members that is >>> important is this... I want death to be meaningful - losing a party member >>> is easy to ignore if you can just ressurect them in battle or right >>> afterwards, there is no concequence. My solution is this: if a party member >>> dies, they go to a node and you have to go to the node to jail break them >>> out and have them rejoin your party. We could have these nodes in various >>> places and it could add an element to gameplay. Obviously, this will need >>> to be balanced out, etc. >>> > >>> > >>> > >>> > > >>> > >>> > > Character creation, the first level: >>> > >>> > > Basically you pick your face and general looks and the screen fades >>> and your character appears in a black void. An NPC (character in hat/cloak) >>> explains that its time to test you and you are put through (I like 3 >>> randomly ordered with a secret 4th one that pops up occasionally and maybe >>> imbues special powers or only 4th test ppl can learn magic). How the player >>> plays out the tests gives them a general starting point for their stats, >>> skills and perks. >>> > >>> > >>> > >>> > > >>> > >>> > > THE TRIALS: >>> > >>> > > >>> > >>> > > Test 1 - cave - you are shoved through a door, tumble down 1000 steps >>> and arrive at the foot of a cave. The cave has treasure and a warning not >>> to touch it. There will be various ways through the cave (like going through >>> a trapped tunnel, dodging the traps gives appropriate bonuses, also just >>> being a crazy mofo and walking through does too. There is no way to lose - >>> its a test of character). I also like barriers you could smash down or try >>> to pick. Also I think there could be an avarice/generousity system which >>> would balance by ppl liking you or finding more loot. At the end of the >>> cave there is a door leading to the next quest. There is a lot of neat stuff >>> we could do here. >>> > >>> > >>> > >>> > > >>> > >>> > > Test 2 - you come out the door and are on a ship. The ship is a >>> warship. You make choices depending on information you find by talking to >>> crew members, items you find, and talking to the prisoners. The outcomes >>> could be things like... You free the prisoners, there's a mutiny, you escape >>> via lifeboat, you join the crew of the warship. We can flesh this out but >>> what I have in mind is that there's conflicting stories which makes the >>> outcome seem morally ambiguous and maybe the best solution is only revealed >>> if you're super perceptive and find the right clue. >>> > >>> > >>> > >>> > > >>> > >>> > > Test 3 - the tower - the tower is basically a spiral tower upwards >>> with traps, monsters and treasure but no real storyline. This will just >>> help flesh out the character stats. >>> > >>> > > >>> > >>> > > Remember, these tests are random so no specific order... >>> > >>> > > >>> > >>> > > Test 4 - you go through a door and end up in the cloaked man's room. >>> He asks how you got there, you answer some questions and he decides whether >>> to teach you magic and maybe what kind (physical magic that helps enhance >>> physical skills ... Maybe an example would be double jump or jedi like >>> stuff, mental magic which was discussed above, or a hybrid) magic probably >>> comes at a prohibitive cost so that it balances w/ non magic players (I.e. >>> The path of magic is harder but had awesome rewards ... It isn't for >>> everyone). Maybe the cloaked man asks you what you sacrifice from a list we >>> can develop. Afterwards, he pushes you out the door and end up in either one >>> of the untaken tests or the exit . >>> > >>> > >>> > >>> > > >>> > >>> > > The first world: we'll need a town and storyline for this, and >>> include the cave we are making now... The rest of the storya nd environments >>> need to be developed but I figure by the time we get to the first town, >>> we'll be rolling along pretty good. >>> > >>> > >>> > >>> > > >>> > >>> > > This is basically just an overview... Obviously many things need to >>> be fleshed out, decided, tested, perfected...but I figure this would give a >>> nice starting platform to work off of. >>> > >>> > > Things like the mechanics of skills, stats and the perk system will >>> need to be laid out in more detail but I think this is a nice start. >>> > >>> > > >>> > >>> > > Thanks, >>> > >>> > > >>> > >>> > > Eric >>> > >>> > > >>> > >>> > > Sent via BlackBerry from T-Mobile >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> >> >> >