[project1dev] Re: scenario ideas

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 27 Apr 2009 20:44:52 -0700

Yeah,  Princess Maker rocks

On Mon, Apr 27, 2009 at 8:44 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> have you guys ever played princess maker?
> On Mon, Apr 27, 2009 at 10:57 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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