Welcome, Guest. Please login or register.

  Show Posts
Pages: [1]
1  Development / Mechanics / Re: What is the hook of this game? on: February 03, 2011, 08:51:34 PM
Hook - Uniquely fresh, generative content!
2  Development / Mechanics / Re: UI, Controls, and Show (Don't Tell) on: February 03, 2011, 08:48:57 PM
Slightly related to this discussion: ROA1 (DSA1 in Germany) had negative attributes as well.

Check out the ROA1 manual, negative attributes are explained at page 15: http://www.mazmorra.andaina.org/manuals/manuales/Manual_Arkania1.pdf

It's important to keep in mind that just because another public game uses it, it doesn't necessarily mean it was a good aspect of the game. But obviously, I'm all for discussion about this topic. Since PARPG does thrive on those negative feels, perhaps it would be beneficial to use negative values but that can be determined through play testing.
3  Sprints / Character customization / Re: Sign up for the sprint on: February 03, 2011, 08:07:55 AM
Availability: 20+ hours

Area of Expertise: Game design

Description: If my help isn't needed for this upcoming sprint, I will be working on some new ideas I have in mind for the project and prepare it for presentation soon.
4  Development / Mechanics / Re: UI, Controls, and Show (Don't Tell) on: February 03, 2011, 04:52:15 AM
Not sure I don't prefer show AND tell, at least for some more complicated situations.  But I can see that it's better when the cases are simple.

You brought up the negative numbers on IRC and I am not seeing your point.  Maybe I WANT the Player to feel bad about his situation?

Only after 2 days of of knowing you and a few hours of speaking with you, even I know you love when players suffer Wink
5  Development / Mechanics / UI, Controls, and Show (Don't Tell) on: February 01, 2011, 08:11:07 PM
--This post is just a collection of thoughts about the game's basic controls, UI, etc--

* Not sure if a thread has been posted on this topic, but after searching through several pages nothing was found
Work in progress!



Basic Controls:
Very basic but I believe it's important to establish how the UI will be controlled.

  • Left Click location - move to that location
  • Left Click hold - move to the current cursor location
  • 1-0 Hot keys - Ready item/ability for use
  • Right Click - Use focused/equipped item/ability

These simple controls are intuitive and use-friendly. There's no learning curve here and it will be beneficial to be able to use items by clicking for purposes of "Show don't Tell" design.



Show don't Tell
Again, this is a very basic design mechanic but an important one. "Show" can be incorporated into just about everything and improves the overall experience

  • Tell: Click on a broken snowmobile. A menu of possible actions pops up. Select "Use copper wire". Snowmobile starts up
  • Show: Equip copper wire into hands. Right click snowmobile. Snowmobile starts up



Double up Negatives
People don't like to see that their stats or abilities are in the negatives. Psychology is important to keep in mind in design

  • Instead of having any negative values, have zero as the base line and increase all values so they are always positive
  • Unless it's beneficial to show that something is negative such as NPC relations. Perhaps a negative value can be used to show 'negative' feelings between two people; however, if possible, it would be best to non-negative values
6  General Category / General Discussion / Re: Adult content in PARPG on: February 01, 2011, 07:44:46 PM
Goodtimes, that sounds like you want a AAA game.

It has been explicitly said many times that Fallout 2 is a good place to start looking at this game. That has more drugs that a busy nightclub, an entire area devoted to slavery, childmurdering (there's even a title for doing it), racism (civilised vs tribal, present and unhidden throughout the game), sex (perks, titles, loads of places to get laid), although I don't think there's much torture...

Essentially, you're looking for the good, 2.4 kids, WASP family values entertainment. Fallout 3 and S.T.A.L.K.E.R. (essentially a mini post-apoc land) have you covered.


You're right, I am used to designing towards AAA goals but these were just my opinions on what a game should be allowed to have. As a game designer, I just don't think some of these things NEED to be in the game. Fun can be achieved without the implementation of slavery, child murder, sex, etc. Although it adds to the realism of the entire experience, it's never a necessary factor.

But if realism and depth is a major goal of this project, I don't see why we can't add it. It was just in my opinion that a fun game doesn't necessarily need these things.
7  General Category / General Discussion / Re: Adult content in PARPG on: February 01, 2011, 07:43:52 AM
Here are my votes and opinions

Drugs  - Prescriptions/Cigarettes (for purposes of boosts only). No hard drugs for recreation
Language - No racism
Murder - Yes
Suicide - No
Child murder - No
Should there be children in the game? - Debatable
If so, should children be invincible or should you be able to kill them? - Invincible
What kind of consequences would child killing have? - Not even an option
Mass murder - Yes but severely limited by opposing forces
Genocide - No
Nudity - Unnecessary
Sex - No
Rape - NO
Rape as off screen storytelling device might be acceptable - No
Rape as player action is not acceptable - No
Torture - Some forms acceptable
Torture as off screen storytelling device might be acceptable - Yes
Torture as player action is not acceptable - Maybe
Enslavement - No
8  General Category / Introduce yourself / Perked the Interest of a Game Designer on: February 01, 2011, 05:55:10 AM
Hello everyone,

I stumbled on PARPG while I was looking for good client programs to use for a game that I wanted to develop. Instead of working from scratch on an entire game, I thought maybe I could try offering my assistance to other projects such as PARPG.

I'd like to offer my help as a game designer/concept director for this project. I have worked on my own game mod project for the past 4 years which has had 500 concurrent players at max (which is pretty good imo). I would like to speak with someone knowledgeable about the project to see where this is headed and what vision is leading the project.

Hope to hear from you soon
Thanks
-Peter

/e Found a nice section about the game mechanics in the Wiki. Will look through them all tomorrow and have some ideas running.
Pages: [1]