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