[project1dev] Re: scenario ideas

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 15:17:20 -0700

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.

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