Welcome, Guest. Please login or register.

  Show Posts
Pages: [1]
1  Development / Mechanics / Re: 1 turn = 1 sec? I see real character growth issues here... on: August 13, 2009, 09:12:44 PM
No I see your point, Zenbitz. I definitely missed the part about there being no levels in this game. That makes all the difference I think. Like I said to Suzi, even equipment growth satisfies the character growth aspect of the rpg.
2  Development / Mechanics / Re: 1 turn = 1 sec? I see real character growth issues here... on: August 13, 2009, 12:34:48 PM
That's about right. I suppose even if it is just gear, you can have character growth. I think back last year when I was playing through Dead Space. Every bit of growth came from upgrading your weapons and armor. You character himself never gets any physically  better than when you start the game. Having the max AP for a particular weapon, or action, gives the dev a way to cap the players growth, while at the same time giving the player that sense of improvement for his work through the course of the game.
3  Development / Mechanics / Re: 1 turn = 1 sec? I see real character growth issues here... on: August 12, 2009, 11:05:31 PM
I gotcha. Like I said, you guys have been thinking about this way longer than before I poked my head in.

One question though, how will a level 15 character look compared to a level 1 character? Or is it really just accuracy that improves and equipment?

The heart of my original post was just a concern for noticeable character growth. I don't agree with people not getting "faster" though. A trained boxer is going to wear out someone that just wandered out the street into the ring. He will throw more punches a second and more accurately than the average guy. Aside from speed, he'll also be able to last longer in the ring before he starts to get winded and generally suck. The boxer isn't a god, just trained and better. Look at Tyson back in the day. He could get 3 punches in a second and put power behind them enough to knock someone out.

In an RPG, I'd like to feel my Joe Schmo will grow to be something remarkable in someway; else why are we following his journeys? I understand wanting to not over complicate things, but we shouldn't make every player mediocre for the sake of simplicity either.
4  Development / Mechanics / Re: 1 turn = 1 sec? I see real character growth issues here... on: August 12, 2009, 09:29:09 PM
I guess I meant more along the lines of  the standard turn = to 1 sec. Any type of growth beyond that has people doing multiple actions in one second which is seems very unlikely. I mean, raising a gun and shooting probably takes more than a second, so now your dealing with some one taking a turn to raise his gun, then another to shoot...Sounds a bit bulky, but you've been working on this longer than I, so I'm just throwing my opinion out there. One question for this is how you would handle fatigue, or if that would even be a factor. If you burn all your AP every turn, how many turns till it starts to affect the character?

I was more suggesting a turn (or tick) equal more than 1 sec, and players will regain AP at a certain rate per tick. Seemed like it would open up more flexibility later on when you start finalizing exactly what players can do for what AP. But, yes, it would tack on some time in play test to balance. Though I would figure you guys are going to have to do that anyway just to balance all the actions out.

5  Development / Mechanics / 1 turn = 1 sec? I see real character growth issues here... on: August 12, 2009, 04:15:16 PM
I was reading over the game mechanics in the wiki and saw this definition in the combat section. If I may, I think this will run you into some problems concerning growth (one of the most important elements in any RPG, imho). Basically it's like giving the first contestant a 10 out of 10. The next contestant can't score higher, even if they are better. There is also mention of AP(Action Points). I think your answer lies here. At least for ease of game mechanics (I'm no programmer, so can't comment on the code aspect)

By requiring the player to use AP (or Time Units, or whatever) to preform all actions, you can easily regulate what they can do per turn. If the base rate of regaining this resource is 1 AP per 3-5 seconds. (Of course play testing will really help to find the right regeneration rate). You link the players AP regen rate growth to their stamina. For instance, for every 10 stamina (or endurance, or what ever) the player may knock a second off of the standard AP regen rate. 10 is a number pulled out of the air, because you guys may go with the Fallout method of players base stats maxing at 10, in this case every 3 - 5 could knock off a second for the regen tick. Alternatively, if you set 1 turn at 3-5 seconds, you could base how many AP the player regens pers turn. 2, 3, 4, whatever.

Another means of regulating player actions is to have stat based reductions for how many AP points it takes to perform actions. This could be a bit more flexible because there are a lot of stats and conditions that could add or decrease the amount of AP such as speed, agility, dexterity, character skill level in the desired action, encumbrance, gear bonuses, etc. But generally you want the bonuses and penalties to be percentages or decimals. For instance, moving a certain distance may have a base requirement of 10 AP. Every 3 points of speed might reduce the base AP cost of a movement action by .25 (or so) A player with 3-5 Speed would use about 8 AP, where as a character with 10 Speed would only spend about 3 AP. These numbers wouldn't have to be constant either. Speed may apply to something that has little to do with movement, but it only provides a .10 bonus (or so). Of course, you could simplify your life by wrapping Speed, Agility and Dexterity in one package called Physical Prowess.

Combining the rate of AP regeneration with the reducing the AP cost of actions, you have a flexible system to create a wide perception of growth. Basically, you create a system where the player could have the slow chubby guy that gets winded easily after a relatively short distance or the track star (or soldier) that can run a mile in a few minutes (my fastest 2 mile run in the Army was 11 mins, and that was probably slow compared to someone who trains daily for distance running), and you really should give players the option to be either. I think this way you can create believable and noticeable differences without fear of creating a Superman and wrecking your game balance.

I guess 1 turn = 1 sec could work, but I generally think it hurts the players satisfaction of character growth if he has to grow 10 levels just to see a tick of improvement. MMO's do that to keep players paying them that monthly fee (or to maintain traffic for advertising dollars), but it is really a cheap way to extend the game play clock. People play fun games for years without the hefty, artificial growth penalties...
6  Development / Graphics / Re: Portfolio thread for interested artists on: August 06, 2009, 09:33:46 PM
I'm looking through the writing section of the wiki now...
7  Development / Graphics / Re: Portfolio thread for interested artists on: August 06, 2009, 09:30:59 PM
I posted that before I did any real digging, but I meant your outlook for when you were shooting on seeing the game development reach certain milestones. I can see you guys are still working out the story, so I'm guessing you'll want to work on that once you have a better idea of the scope of the project.

But, now that you mention it, a time line of the back story setting in one place would be nice. Anything more or less concrete so far. I just don't think I have time to cobble through all the ideas from the different threads going back to the start of the project. Heh. I think you mentioned elsewhere there were two main directions the game may wind up going. Anyone summarized the two of them yet?
8  General Category / Introduce yourself / Re: Graphics Guy on: August 06, 2009, 09:20:32 PM
Yeah, I've been browsing the site and can see you guys are really hammering out a story direction. I'll check out the Pending NPCs link and see what I can come up with.
9  Development / Graphics / Re: Portfolio thread for interested artists on: August 06, 2009, 08:37:52 PM
I only just registered today, so, I'm not a part of the team yet. But I'd love to lend what ever talents I have that may be useful to the project. here is my online gallery.


I also do 3D but i only know 3D Max and a little Z Brush. If Blender can import .obj files I can help with props and environment assets later in the development cycle. Honestly though, 2d is where my heart is...

And can any of the devs point me to a current time line for the game? I understand people are still being gathered, but I just wanted to get a general idea of the out look and organization progression.

Like I said in my introduction thread post, I really just want to work on a project to build on my portfolio and experience (and for the fun of the process).

10  General Category / Introduce yourself / Graphics Guy on: August 06, 2009, 08:15:28 PM
I'm interested in working on a project for experience and portfolios sake. I just set up a website for an online Gallery. Though it is still a bit thin as of this posting.

Feel free to check it out:


If the project needs an extra pen for concept development (especially characters) I'd be more than happy to help.

Nice to meet everyone.
Pages: [1]