[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 16:29:40 -0400

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.

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