[project1dev] Re: "world" themes, intro thoughts

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 13 Apr 2009 15:11:43 -0400

i will write up a few choices for the intro/tutorial/character creation
thing and we can all post our ideas, etc before we make a decision...

as far as the pet idea, i would say it'd be in addition to the regular party
members. the pet would work under a different system (like, ppl can't attack
it and you dont control it, it just randomly helps you like shadow's dog in

actually though, do you guys think it would work to have SOME people have
pets, like its another random thing like getting to be a magic user?  If we
had a 3-4 different major things like this, in combination w/ the little
things, people would really feel like their character is unique and it would
make replaying the game w/ different character variations that much more
appealing... this would all tie into the character creation intro

ok here's how i envision this idea working

you play through 3 scenarios randomly chosen from a pool


one mini-scenario lets you have access to magic
one lets you have a pet (randomly named w/ random traits dependent on your
one scenario gives you ultra strength (like you can smash through breakable
walls instead of using bombs)

and also, how you respond or act in the scenario would define what perk from
a couple you got.

etc. etc.  like I really think if everyone who plays gets 1 or 2 awesome
perks that set them apart from standard characters, it would give them some
ownership over the character - like, it wouldn't be generic hero B... like
it would really give them something unique to form the character in their
mind based on.

sorry if im not expressing myself clearly on this, hopefully you get the
gist but i might have to go into more detail..

On Mon, Apr 13, 2009 at 2:52 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> I like the idea of having the beginning of the game helping to determine
> the type of character you are. I think most games that try fail in this
> area. I think it needs to be done in a way that is not repetitive or boring
> and feels as if your choices actually matter. If beating the trial dungeon
> just modifies your stats and isn't very fun then a quick and easy creation
> screen may be a  better choice. Eric I would like to see some of your ideas
> as a starting point.
> I also like the starting pet or team mate idea. Would this be in addition
> to the other character(s) you can have or would your pet be one that you
> replaced?
> On Mon, Apr 13, 2009 at 11:44 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>> what is everyone's thoughts, re: character creation/intro stuff?  should i
>> just make up a few basic outlines for some scenarios and then ppl can chip
>> in their own and we'll figure out what to do with that?  should we just make
>> standard character generation and skip this part?
>> also i was thinking itd be neat for the main character to have a
>> sidekick/protector/pet (not sure, open for ideas) that is unique to each
>> player and based off their personality or how they play through the
>> character creation scenarios... i.e. if you are evil, maybe it would give
>> you a creature created from a pool of "evil" traits... i think this could be
>> neat but not sure how it would work yet, what do you think?
>>   On Mon, Apr 13, 2009 at 2:26 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>> Oh yeah for sure, good thinking.
>>> Wurmz is still working on prettying up the walls and floors.
>>> I'm gonna put in some more features to support NPC's and enemies so they
>>> can start to be placed.
>>> Then it'll still need a lighting pass and have some random props dropped
>>> around for decoration.
>>> then i guess we should put the boss in there and hen the scripted events
>>> after the boss (well whenever the cave in stuff happens).
>>> then i think we will be done. I bet it'll be like 2-3 more weeks til
>>> then, but future areas should go quicker (:
>>> On Mon, Apr 13, 2009 at 11:20 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>> yeah we are definitely on the same page here... i should write something
>>>> up so we could start brain storming this and gathering ideas - the longer 
>>>> we
>>>> have, the more time we'll have to come up with neat stuff and also allow it
>>>> to be consistent w/ the other ideas for other worlds.
>>>> On Mon, Apr 13, 2009 at 2:13 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>> I was just thinking if for instance you said "in the first world, there
>>>>> is such and such and this and that happens in the storyline" we could
>>>>> probably brainstorm on some details of things to put in besides the main
>>>>> stuff and we might come up w/ some pretty neat stuff.
>>>>> Did you decide if we are going to do the 7 worlds thing still or not?
>>>>> On Mon, Apr 13, 2009 at 11:03 AM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>> Alan, i hadn't originally intended each world to be it's own theme but
>>>>>> now that you put that idea out there, i think it would be neat and give 
>>>>>> us a
>>>>>> general guide on what to do...  plus when the world combines we could 
>>>>>> write
>>>>>> a lot of neat things that happened when the culture clash of worlds 
>>>>>> occured
>>>>>> when the barrier falls...
>>>>>> for example, people in the desert/sand world (egyptianesque theme?)
>>>>>> would have NEVER seen ice, or forests or oceans, etc.  a lot of neat
>>>>>> possibilities there.
>>>>>> Also, i've been re-thinking the intro/character creation stuff, just
>>>>>> from a build standpoint.  I still want to do something where your actions
>>>>>> define your character but i think we'd be better off w/ smaller zones 
>>>>>> (and
>>>>>> maybe more than just 3 random ones) but keep them short and sweet rather
>>>>>> than long and protracted... just a brief foray into existential 
>>>>>> situations
>>>>>> rather than a large place to explore...
>>>>>> also I found some of the earlier versions of the intro that we had
>>>>>> talked about a couple months ago and those were shorter and more to the
>>>>>> point.
>>>>>> -eric

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