[project1dev] Re: scenario ideas

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 20:44:32 -0700

I was thinking that milestone 2 would be character creation scenarios or
something to that extent.

On Mon, Apr 27, 2009 at 7:57 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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