[project1dev] Re: scenario ideas

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 13:31:25 -0700

awesome, no problems that i can see goin that way (:

On Mon, Apr 27, 2009 at 1:29 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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