yeah we were thinkin that already kent but all the scenarios would be way too big of a milestone we'll have to break it up where each scenario is it's own milestone probably. the idea of a milestone is you break the game (which is a huge daunting task) into bite sized chunks, just helps you stay focused and stuff (: but hey, we might get bored of character creation after a few so if that happens maybe we can just do a few new and come back to it a little later. I think too when we get going a lil more things will be a lot more auto piolet too, we are just like getting the basics down and figureing shit out obviously hehe... On Mon, Apr 27, 2009 at 8:44 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > 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. >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >