[project1dev] Re: scenario ideas

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 14:21:44 -0700

We could deffinately keep a tally of how many times the player used each
skill and then have that affect things.

The var storage system josh is making would be great for that.

Also whenever we do the gladiator sceario, there will be heavy improvements
to the combat system if it hasn't been upgraded by that point already (:
On Mon, Apr 27, 2009 at 2:02 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> I like the way these scenarios are fleshing out as well.
>
> How would you have the lineage scenario play out? Would it be more like a
> dating sim?
>
> re: Gladiator scenario. I like the idea of it being and old gladiators last
> battle. I like Alan's idea about combat being like the beginning of FF3(6),
> where combat is easy and fdifficult to lose. This way the player will learn
> the basics of Combat, such as dodging. The first few rounds would be easy
> training but then it could start bringing out the more difficult combat
> challenges until the player ultimately wins something (maybe his freedom
> like ancient rome) or loses and dies.
>
> It would be cool if this part of the game kept track of your fighting
> style. For example, it may know if you prefer to dodge, supper attack, or
> regular attack, and it would give you stats accordingly. Maybe if you dodge
> all the time you could get a bonus dodging move like a counter attack. If
> you super attacked all the time you could get a finishing move that leaves
> you defenseless if you don't finish them off. If we wanted to get really
> detailed you could even determine their turn reload time by the amount of
> time they spend on their turns. Maybe if you click through your turns real
> quick you can get a speed bonus but if you take your time you could receive
> an armor bonus.
>
> I would hope there would be an engaging story as well. Which is definately
> more of Eric's expertise. What do you guys think?
>
>
>
>
> On Mon, Apr 27, 2009 at 1:40 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>
>> yeah totally, good ideas - i like the idea that ppl may regard you as
>> famous or whatnot or maybe help you (or despise you) like that could work in
>> conjuction with the faction stuff and charisma, having a noble upbringing so
>> maybe you're a jerk and peasents hate you but you know courtly manners so
>> royalty like you, etc.
>>
>> we'll flesh it out more when we work on that scenario
>>
>> i really like the idea of having diverse scenarios with multiple solutions
>> for character creation seems really fun to play through and make
>>   On Mon, Apr 27, 2009 at 4:37 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>
>>> that would be really cool eric, like it could affect what kind of house
>>> you live in, your starting equipment, how people treat you (ie are the
>>> gaurds friendly cause your father was a famous knight? or do they hate you
>>> cause you are a begger and a thief trying to survive?)
>>>
>>>
>>> On Mon, Apr 27, 2009 at 1:35 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> That parent scenario sounds pretty cool. How would the lineage affect
>>>> your character?
>>>>
>>>>
>>>> On Mon, Apr 27, 2009 at 1:32 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>>
>>>>> yep yep :) this is awesome... see, and like, death in these intros
>>>>> wouldnt necessarily be a "you lose" thing, it would just be the 
>>>>> completetion
>>>>> of a story.
>>>>>
>>>>>
>>>>> something i was thinking also is we could have a scenario maybe where
>>>>> you play your father (or mother) and the choice you make (unbeknowst to 
>>>>> you
>>>>> until later...) would affect your lineage... like you make the choice and 
>>>>> at
>>>>> the end it shows two people and a baby and they are like "aww... lets name
>>>>> it <your name>" so its revealed at the end of the scenario it was your
>>>>> parents, not just random ppl
>>>>>
>>>>>   On Mon, Apr 27, 2009 at 4:29 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> Those are neat ideas.
>>>>>>
>>>>>> Like yeah....
>>>>>>
>>>>>> Let's say you play as a knight and you come across a gleaming sword
>>>>>> saying its like a 1 use sword, waiting for the true hero to take it
>>>>>>
>>>>>> If you have the gaul to take it for yourself, you end up dying in the
>>>>>> heart of undead land (like its unavoidable).
>>>>>>
>>>>>> So... if you take it you get some kind of modifier to your character,
>>>>>> but the sword is now kept in some undead lands, and really hard to get 
>>>>>> to.
>>>>>>
>>>>>> but, if you leavbe it, it's more accessible.
>>>>>>
>>>>>> maybe you have to get this sword as part of a quest so it would make
>>>>>> that quest harder or easier :P
>>>>>>
>>>>>>   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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