Welcome, Guest. Please login or register.

  Show Posts
Pages: 1 [2] 3 4 ... 32
16  Development / Mechanics / Re: Trading and haggling, bartering and bargaining on: January 28, 2011, 05:21:21 PM
(...) Minor acts might raise the local trade prices (a strong incentive when you barely have enough bartering goods for another slice of lefse), while bigger or repeated outrages will see exile and violence introduced(...)

I like the thought that your rep in a given area might affect the traders' attitudes during bartering with the PC

Especially if there could be a slightly more complex, realistic way of doing it than bad rep = higher price. Certain traders might know that they can rip off the goody-two-shoes who goes around rescuing cats from trees. And likewise (take that, Baldur's Gate reputation system!) if the infamous Butcher, thief, bandit and murderer, strolls into your shop, it doesn't make much sense for you to work your way onto his list of victims by insisting he pays higher prices on everything.

The reason that bad characters are usually penalised is because otherwise it throws game balance right off. More loot + more experience + lower prices vs people smiling at you when you walk down the street?

I'd take the loot, xp and more loot anyday.

My friend said it very well - "I don't like it when people don't like me". As dumb as it is - that's the reason why I have not been able to play an evil character in any game. Also - it just feels plain dumb to insult people just to be evil õ_õ And insulting and attacking seems to be the only way you can roleplay an evil character...
17  Development / Mechanics / Re: Trading and haggling, bartering and bargaining on: January 28, 2011, 09:56:52 AM
(...) Minor acts might raise the local trade prices (a strong incentive when you barely have enough bartering goods for another slice of lefse), while bigger or repeated outrages will see exile and violence introduced(...)

I like the thought that your rep in a given area might affect the traders' attitudes during bartering with the PC
18  Development / Writing and Quests / Re: Outline of my main stories/questlines on: January 27, 2011, 10:27:38 AM
Well, we can start with
a) Fallout 3
b) Baldur's Gate 2

In both games it was kind of 'optional' to look for them, but that just meant dialogue options where you say you don't care about that family member and are looking for them for whatever other reason.

If I think some more, I'm sure I'll come up with number three and then a few more - these two just happen to be of the RPG genre, Fallout 3 being a PA RPG

Last but not least - this stuff has been done in fiction time and time again, while there it might work, in the game that we're trying to make PARPG into it would not work - for starters because that's a bit too much railroading:
1) it already expects the player to give a fuck about the relatives, if not full-blown care about them
2) it says the player character has relatives - we're running into a problem when the player would like to play a loner with no family or any close people at all
3)
Quote
I repeat that there shall be no mention of prophecy, Chosen One, or Saving the World of any kind. You *accidentally* save the world in the course of saving your family and take care of them. It's not cool? It's realistic and believable.
I'm sorry, but are you saying that "you're not going to save the world, but you're going to save the world" ? õ_õ

EDIT: but as a backstory for an NPC character it could work fine - such as optional side quests etc
19  Development / Graphics / Re: Gaspard's critters (finished stuff in the first post) on: January 25, 2011, 10:02:50 AM
minor tweaks to his outfit - now he's less of a pirate and more of a wild hunter õ_õ the animal skull-feather totems at his waist and the cat skull clasp at his throat + fur hood and shirt

20  Development / Graphics / Re: Gaspard's critters (finished stuff in the first post) on: January 22, 2011, 06:27:27 PM
Bowie sketch:


he turned out very pirate-y. I wasn't planning on that and I haven't decided yet, whether I like it very much õ_õ
so I'll draw him with all the fur and pelts for next time
21  General Category / General Discussion / Re: Adult content in PARPG on: January 21, 2011, 04:33:51 AM
For starters: for players it should be made clear from the start what the game is about and what kind of material it includes - whether that'd be strong language, alcohol use, drug abuse, heavy violence or something worse - people should be given freedom-of-thought, which I guess - in a game - would virtually translate into freedom-of-action õ_õ We could give the PAPRG game a non-official international rating and have it displayed everywhere for light political correctness.

I'm of the belief that if the story-situation really calls for it, the game designer (writer etc) should have the freedom to give the player options to do anything. I agree with Technomage that things like this are never necessary, in some cases some of them might be made possible for the player to choose for themselves.
Although, several if not all of the "morally questionable" actions should have dire consequences (violence obviously not included*, as it happens to be gaming-industry norm for whatever reason õ_o).

Child-killing or rape or child rape etc (I'm having difficulties finding a reason for providing the means for the player to partake in anything like this (maybe when the PC joined a raiding party and the Leader orders it during a raid ? Then you'd decline and fight the whole gang and die valiantly !)) should have dire consequences - perhaps as dire as effectively breaking the game in some cases, or just ending it and pointing out that without any humanity there really is no hope. Planescape: Torment, for example, offered the end-game options throughout the game by providing the Nameless One to truly kill himself - PARPG could have this for really evil and some good but suicidal PCs.

When any of these morally low things are to be included in the game by a designer (writer ?) - serious discussion should follow among all of the developers to set borders for each and every case.

* although I do remember, that even killing people (in combat) in PARPG causes you to lose humanity/sanity/stress goes up and thus affects the gameplay. In this case partaking in morally worse actions should have this statistic at a fixed and very low level to punish the player.
22  Development / Mechanics / Re: Batteries! on: January 21, 2011, 12:38:50 AM
Car batteries (sulfuric acid based) are obviously rechargable.

In early 2000s I spent summers working in a garage - I remember old used batteries lost their ''spark'' as in so no matter how many times you re-charged them, they'd run out by next morning. And that was dealing with batteries with manufacture dates post-1990 õ_o

But I mean - if it is a necessary story element - I am sure that we can figure something out, if 100% realism is a must. But I doubt that we'd see "rich" NPCs driving Caddilacs in the frozen wastes with trunks full of Duracell batteries and expensive furs covering the seats
23  Development / Mechanics / Re: Currency AND/OR Basic unit of value measurement on: January 20, 2011, 10:18:53 PM
How about dividing trade-happy NPC's into groups:
a) trader - trades in anything
b) specialist - trades their craft/handywork for raw materials + 1 or 2 other things
c) generic NPC (who's OK with trading) - trades what they have for only food + 1 or 2 other essentials for survival
d) specialist stores/traders - pretty much just like the specialists, but might have a wider range of things on sale

EDIT: if I'm not wrong then Arcanum had specialized traders - gun-store-keepers would say "I'm not interested in that" to a magical potion you're offering, while a blacksmith would kick you out for trying to barter with old socks etc
While everybody took gems etc - generally accepted "luxury" goods
24  Development / Mechanics / Re: Batteries! on: January 20, 2011, 10:14:15 PM
Did the 80s have normal re-chargable batteries ? Would have to look it up, but weren't the commercial ones mainly low-grade-chemical that just ran out of juice either by using them or even by just lying on a shelf, dormant. In 20 years these kinds of batteries would be snuff.

So for some quest purposes there could be home-made batteries, or some older machine batteries (warning: HEAVY as balls !) that could be dragged around on a sled, also - probably they wouldn't get a car started before some heavy tinkering õ_õ
25  Development / Audio / Re: Realistic aims for milestone 1 & techdemo 1 on: January 20, 2011, 09:27:32 PM
What is the tech-demo status right now?

Here's the plans for TechDemo 2: http://wiki.parpg.net/TechDemo_2?db92692_6_parpg_wiki__session=44184cbf4928f1a72fb72fe3b7e5db34
26  Development / Mechanics / Re: CALL FOR PROPOSAL: Action Points on: January 19, 2011, 07:13:05 PM
There  are two good reasons: we only clone things when necessary, and we can make it better (plus we will have fun doing it)

I seriously doubt that. Didn't you suggest that we shouldn't even have lighting ?

how is lighting related to action points, or combat ?
27  General Category / General Discussion / Re: Display Screen Resolution Survey on: January 19, 2011, 05:37:44 AM
1280x800 on a notebook
28  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: January 18, 2011, 11:02:33 AM
Just a snippet:
If you wished to further explore the "oven scenario", there's an island near St Petersburg, the Kotlin Island, on it is the town of Kronshtadt (right now separated from St. Petersburg (Leningrad in the 80s) by a great long bridge), that has a giant blackened fort, I believe it is called the Northert Fort, which used to house giant ovens where they burned horses.

Here's the English Wikipedia link, the Russian page has more pictures and more text, though:
http://en.wikipedia.org/wiki/Kronstadt

Here's a few more images:
http://spb.siladvijenia.ru/online/2010-01-24/2714


Also, recently it housed a Night Club, but even more recently was closed down, because drunk people would jump off the walls of the monstrosity of a building and fall to their deaths in the cold waters below õ_õ
29  General Category / Introduce yourself / Re: Applying writer says Hi. on: January 18, 2011, 03:07:35 AM
Hi, Roach, and welcome
30  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: January 18, 2011, 03:03:34 AM
I have to say I really like your take on the genre and the characters in the last post are powerfully real for me.
Your writing has the same kind of vibe the writing in Planescape: Torment had - there's this surreal-ness about it, as if it is all taking place in a very alien, foreign place, and it happens to be just that - a post-apocalyptic world, which should be alien to us, the fat well-fed peace-time kids.

EDIT: damn, I'd like to sit down and start drawing : D too bad I have an exam in 6 hours
Pages: 1 [2] 3 4 ... 32