sounds good to me On Tue, Apr 28, 2009 at 12:11 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Well we should finish the cave before we move on but definitely one of the > scenarios is next... we dont have to decide til the end of the cave is > closer so we still have some time to brain storm about them, and then decide > which one we want to do first (: > > At least thats how i see it, if anyone has a good reason for not doing it > that way, that's cool too :P > > haha > > > On Mon, Apr 27, 2009 at 9:08 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> it's cool. I didn't think you were being angry or tactless. I understand >> the point of making smaller more manageable milestones. It's crazy to think >> that publishers will pay only by milestones. The game industry is pretty >> intense. >> >> Which leads me to the next question. What's our next milestone? >> >> >> On Mon, Apr 27, 2009 at 8:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> sorry i am tactless sometimes. >>> >>> kent - you are completely right, the scenarios should be our next >>> milestones. >>> >>> ^--- thats the point i was trying to make :P >>> >>> and then just explain better what milestones are for. >>> >>> also if curious, when you are making a game professionally as a game >>> company and getting paid by the publisher, they will often only pay you when >>> you have reached certain milestones. >>> >>> like "i'll give you 20k every milestone you hit" and the publisher sits >>> down with you at the start of the game and you guys map out the milestones, >>> and then you hit them. >>> >>> if you dont hit them, you dont have money to pay your people, but you >>> need your people to finish the milestone! >>> >>> it gets pretty crazy i think.... esp for crappier studios. >>> >>> blizzard however will make complete games and then throw them away cause >>> they arent quite up to par. those bastards have so much money haha >>> >>> >>> >>> On Mon, Apr 27, 2009 at 8:48 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> 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. >>>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>> >>>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >