2 things... defintely the intro will be a tutorial and you won't be able to lose in a meaningless way - most fights would have a predetermined outcome (like being unable to kill all the natives, or definite victory in a different scenario) - for instance, you would actually have to TRY to get killed in the boat, it wouldnt be a luck thing. On Mon, Apr 27, 2009 at 4:26 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > hey about combat... in FF3, there was combat when you were playing as terra > in the mech but it was all uber easy like theres no way you could lose, but > also kinda introduced you to how the combat system worked. > > maybe we should do the same in these intro areas - there is combat, and > each scenario you have / face different skills but theres no way you could > lose any of the fights. > > That way not only are you creating your character but it doubles as a > tutorial to the game, and still has combat, but still lets the intro > scenarios be about the choices you make and not luck. > > > On Mon, Apr 27, 2009 at 1:23 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> :) cool idea re: crashing the boat - i really think it'll be fun to >> balance it out so you really "can't lose" in the intro scenarios, but >> balance it in non-linear ways like you mentioned. for instance, if you >> crashed the boat right away, you would lose out on the oppurtunity to gain >> treasure hunting, trap evading, action skills BUT its balanced out by being >> able to find maybe a unique treasure later in the game off of the explorer's >> corpse next to his crashed boat. we definitely don't have to balance apples >> to apples :) >> >> >> On Mon, Apr 27, 2009 at 4:10 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> Cool Eric. I am on the same page with you. >>> >>> If adventure, stealing, having dexterity an being nimble is what the >>> scenario is about then losing it should give you opposite bonuses. Perhaps >>> if you fight with the natives you will get more strength and or life >>> bonuses. There could even be an extra powerful bonus that you may get for >>> losing immediately. Maybe you crash the boat never make it to the natives >>> and your player character will be able to raid the boat in the future. >>> >>> >>> On Mon, Apr 27, 2009 at 12:38 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> it'll be cool when we are done from the cave, we can all talk about >>>> which mission we want to do and start fleshing it out and storyboard it. >>>> >>>> It's gunnna be awesome! (: >>>> On Mon, Apr 27, 2009 at 12:08 PM, eric drewes <figarus@xxxxxxxxx>wrote: >>>> >>>>> yeah i don't have a detailed storyboard or anything for this one but i >>>>> do have some things in mind >>>>> >>>>> 1) if you died anywhere in the scenario, that would be "the end" of the >>>>> scenario - basically keeping you from getting treasure hunting bonuses >>>>> that >>>>> come with surviving the scenario but balanced with other bonuses >>>>> instead... >>>>> we dont really want to make it so you have to keep "rerolling" your >>>>> character and i like the idea of learning from mistakes they made so they >>>>> dont feel like they have to be perfect all the time. >>>>> >>>>> 2) persuasion of the natives could come in the form of maybe finding an >>>>> item (an idol or something) in the exploration part before you stumble >>>>> upon >>>>> them that allows dialogue options, or whatnot.. or maybe if you find the >>>>> cave BEFORE you find the natives, you get the treasure from the cave and >>>>> when you exit you present it to them and they make you king or something. >>>>> we'll have to work this out one. >>>>> >>>>> 3) there'll definitely be a lot of different bonuses, etc. for actions >>>>> during the scenario - win or lose. >>>>> >>>>> 4) i basically envision the traps from indiana jones and the like... >>>>> maybe you step on the wrong tiles and darts fire at you, maybe theres >>>>> cielings that collapse and you have to find the trigger to stop it from >>>>> crushing you, maybe failing at doing a puzzle will set off a trap, etc. >>>>> combat also may set it off, and maybe you have to fight some sort of >>>>> automaton incan guardbot ha... >>>>> >>>>> 5) i totally had the same thought as you on this... regardless with >>>>> what happens to the explorer, he' could show up later (either you find him >>>>> on the other side, or maybe hes trapped in the cave from a trap or the >>>>> natives have captured him or else yeah, he's chillin in a jailbreak area. >>>>> also if you fail as the explorer to get the treasure, the treasure would >>>>> be >>>>> there in the main game and maybe its needed as a story item so if its gone >>>>> you have to find the explorer, etc. >>>>> >>>>> :) >>>>> >>>>> >>>>> On Mon, Apr 27, 2009 at 2:55 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> What happens if you die? Would you lose points to treasure hunting and >>>>>> fighting? How would that impact the story? >>>>>> >>>>>> How would one persuade the natives to help? >>>>>> >>>>>> Would there be only one treasure to get or would there be lesser >>>>>> treasures for lesser bonuses? >>>>>> >>>>>> What kind of stuff would the traps trigger? Combat or? >>>>>> >>>>>> Random thought: If a character dies in one the the games intro >>>>>> scenarios we could always re-use that character when we include the jail >>>>>> breaking scenarios to rescue teammates. Perhaps your treasure hunting >>>>>> character dies but your player character could meet the treasure hunter >>>>>> later when trying to rescue one of your team mates. >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> On Mon, Apr 27, 2009 at 11:47 AM, eric drewes <figarus@xxxxxxxxx>wrote: >>>>>> >>>>>>> just adding a couple more basic intro scenario ideas i had to see >>>>>>> what you guys thought (and if you guys have any, please feel free to >>>>>>> share!) >>>>>>> >>>>>>> 1. The Explorer - this scenario is inspired by the death of Magellen >>>>>>> at the hands of natives in the battle of Mactan as well as the scene in >>>>>>> "The >>>>>>> Fountain" in the beginning where Ponce de Leon is fighting through the >>>>>>> aztecs trying to reach the fountain of youth. I love the classic >>>>>>> explorer >>>>>>> and native stuff (also indiana jones...) and think an awesome scenario >>>>>>> would >>>>>>> be an explorer landing his boat at the edge of a river and exploring a >>>>>>> little jungle area and getting attacked by natives. >>>>>>> >>>>>>> Here's how I see it playing out, you actively control a boat down a >>>>>>> river until you read a dead end of sorts (like maybe you go over a water >>>>>>> fall or hit some rocks), you get out and explore a little jungle area >>>>>>> (maybe >>>>>>> a couple wild animal enemies) and stumble upon a small native camp. >>>>>>> They >>>>>>> attack forcing the character to flee (as little cut scenes as possible, >>>>>>> id >>>>>>> like to lead the character where we want them but leave the active >>>>>>> control >>>>>>> in their hands) and he enters a small cave which is a shrine for the >>>>>>> natives >>>>>>> (the natives stop outside the shrine because its a sacred area) - once >>>>>>> inside its an indiana jones-esque collection of puzzles and dangers >>>>>>> ultimately leading (assuming you survive!) to some sort of treasure and >>>>>>> an >>>>>>> exit to safety. >>>>>>> >>>>>>> effects of this scenario would be adding to things like treasure >>>>>>> hunting/avarice, possibly helping charisma (maybe you can make friends >>>>>>> with >>>>>>> the natives rather than fight them) some combat-ish stuff, obviously a >>>>>>> lot >>>>>>> of action stuff like survivng traps and figuring out puzzles, etc. >>>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> >