What do other game developers do for file management? On Mon, Apr 27, 2009 at 3:09 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > yeah basically if we are careful and avoid dangerous situations I think we > can be ok. But yeah we are going to be walking the knife edge where we > could easily fall into a situation where the game has so many bugs and they > are all intertwined that fixing one breaks another one that we may just have > to say "fuck it, we cant fix it" and give up. > > There's just certain things that are dangerous that can be helped w/ some > forethought and good, consistant organization that i want to make sure we > avoid, and if we start hitting issues we'll have to address them before they > get out of hand. > > File organization is one of those such things! :P > > but yeah, the reputation / decision system is another. > > we'll have to be careful > On Mon, Apr 27, 2009 at 2:26 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> I assumed combat would be upgraded =) >> >> Testing will get very complicated very quickly. We must make sure we don't >> fall into similar problems that Fallout 1 and 2 had (never played 3). Those >> games had so many things going on that 3rd party people are still releasing >> patches for those titles. >> >> Alan, I think you may be the only person with real experience here. >> >> >> On Mon, Apr 27, 2009 at 2:21 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> 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. >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >