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

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 13 Apr 2009 12:28:06 -0700

I think I'm following you.  It would be interesting to see in action. As
long as it can be implemented well, there is a lot of potential

On Mon, Apr 13, 2009 at 12:11 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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 FF)
>
> 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
> minigame...
>
> ok here's how i envision this idea working
>
> you play through 3 scenarios randomly chosen from a pool
>
> examples:
>
> one mini-scenario lets you have access to magic
> one lets you have a pet (randomly named w/ random traits dependent on your
> character)
> 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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