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. >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >