[project1dev] Re: scenario ideas

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 22:57:36 -0400

yeah we'll finish the intro scenarios first... i really think it will
provide the backbone for the rest of the game storywise and characterwise...

On Mon, Apr 27, 2009 at 8:21 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Yeah that makes sense.
> I think we should figure it out before too long.
> I'm willing to wait til the intro scenarios are done though.  We don't
> really need to know until then, but yeah maybe you guys will start figuring
> that stuff out sooner so we'll be ready by the time we are done w/ the
> scenarios?
> BTW i might be assuming too much but i'm assuming we'll finish the intro
> scenarios before moving on?  Or at least do a couple of em so there is some
> semblance of real character creation?  What were you thinkin Eric on that
> front?
>  On Mon, Apr 27, 2009 at 4:24 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>> I guess we should start working on fleshing out the game progression
>> before we get too far ahead of ourselves. We could answer some more simple
>> questions first.
>> I thought Eric mentioned something about having multiple worlds that
>> eventually meet up in the end. We should sort content by world, then by
>> areas of the world such as caves, towns, etc. I think art and everything
>> should be separated with more sub folders with in.
>> I think I will start gathering all the information from the emails and
>> prepare them into whatever will be copied to the wikis. This way we will
>> have this information easily accessible.
>> On Mon, Apr 27, 2009 at 3:34 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>> Basically everyone breaks it into a tree of subfolders.  What those
>>> subfolders are named / how the tree is laid out depends on the kind of game.
>>> Like if your game was level based, you could have a subfolder for each
>>> level and that'd be pretty much it.
>>> Also generally, assets aren't grouped all together, like you'll have an
>>> audio folder w/ the directory tree of audio, a folder for art w/ the
>>> directory tree of art etc.
>>> If you have a huge world, you might break it into a grid (or break it
>>> into continents first then grid).
>>> It's hard cause right now we don't know how the world will be laid out so
>>> it's hard to come up with a good plan.
>>> This thing is generaly more of a problem for art than anyone else, but in
>>> our game it'll be a problem w/ everything since we'll have so much content
>>> (scripts, art, audio, etc).
>>> I dunno the solution yet but we'll need to figure something out to make
>>> it organized in a simple way so we dont get burned :/
>>> On Mon, Apr 27, 2009 at 3:17 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>> 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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