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1  Development / Project management / Re: Trac spam issues on: June 29, 2009, 12:39:53 PM
I don't remember if I told you on IRC, but anonymous commenting (at least, didn't try ticket creation) works fine.
2  Development / Writing and Quests / Re: Cliches on: June 27, 2009, 07:31:06 PM
As someone mentioned in another thread, consider adding "self-contained undeground vault" to the cliche list.
3  Development / Writing and Quests / [Proposal: main story arc] Based on zenbitz proposal on: June 24, 2009, 04:57:30 PM
I put it in the other thread, but then saw how it all grows rapidly into spaghetti. So I'll re-post it here.

The bulk of this proposal is based in the initial idea by zenbitz, with an additional "positive" ending that needs most play to work out.

In this case, I started from the climax, imagining how the story might end, and then went backwards, to find a fitting origin for it.



Here's something from Wikipedia (Snowed Earth, see zenbitz' proposal) that could be/have been an interesting part for the "Snowball Earth" version, about how the ice age ended:

Quote
Global warming associated with large accumulations of Carbon dioxide in the atmosphere over millions of years, emitted primarily by volcanic activity, is the proposed trigger for melting a Snowball Earth. Due to positive feedback for melting, the eventual melting of the snow and ice covering most of the Earth's surface would require as few as 1,000 years.

So the possible game endings could be:

- walking south, alone or with some party; the ending is cold and nihilistic;
- finding the "vault" party and joining them, without finding high tech; the ending slides are quite uncertain and, again, nihilistic;
- finding the "vault" and bringing an energy source, guaranteeing survival of the small group; in-the-middle-ending;
- additionally devising a way to put lots of carbon dioxide in the air, before the ice age starts, so there is hope the planet is livable within the next 1000 years; the ending is uncertain, but positive.

A twist would be finding the "vault" party, but eradicating them after joining some competitors.

With the endings outlined above, the PC would be going from North to South, the "vault" residing somewhere in current Denmark / southern Sweden. The encroaching ice would mark game chapters: with years passing, land becomes uninhabitable, forcing gameplay lower down the map.

This would mean the game starting up north. The PC could be a member of some party abandoning their habitat due to changing climate. To avoid the cliche of "Chosen One", he could be one of the many who set out to find a better place for his party and gather information.

With each season, the party moves south (along the Gulf of Bothnia, and then the Baltic Sea). The PC can come to a rendezvous point and report on progress (or decide to abandon his fellows altogether), eventually bringing his party into the "vault" (possibility for politics with both persuasion and combat).

If the player chooses not to stay in the "vault", at the final rendezvous point he may re-join his party to become an eternal nomad.



The plot of such a scenario would revolve around following the original party down south, constantly looking for a way to secure their future. Or, again, dissing them to become a loner.

This story presents a lot of decisions that would effect the outcome of the game, allowing multiple replays and different ways to develop the character based on personality.



tZee's reply:

Quote
If you make the incoming ice age the main antagonist in the story the game will be quite pointless - you don't stand a chance anyway and you have zero influence on the outcome.
The incoming ice age could be something that drives some progress in the game, but the main plot should be about something else - or there should be a means that gives the main character a chance to do something about the ice age - even if he eventually fails.
The player should feel that he is able to influence the outcome of the game.

To which I replied:

That's exactly why there's a possible positive ending in my proposal above - stopping the cooling before a full-scale ice age starts. In the end, the PC descends into the "vault" with the promise that humanity will survive.

The "wander off south" ending could be eliminated, only leaving the player a choice of conditions underground that he manages to secure.
4  Development / Writing and Quests / Re: Main Quest - Ideas on: June 24, 2009, 03:54:00 PM
I've always found that it works easier to go backwards when plot designing.  What is the final "big badda boom" that PARPG wants to go out with?  Averting global domination?  Averting global disaster?  Averting nationalized health care? Wink

There's some discussion about this here. Let's brainstorm some!
5  Development / Writing and Quests / Re: Main Story Arc idea - "Encroachment of Ice Age" on: June 24, 2009, 03:45:28 PM
The incoming ice age could be something that drives some progress in the game, but the main plot should be about something else - or there should be a means that gives the main character a chance to do something about the ice age - even if he eventually fails.
The player should feel that he is able to influence the outcome of the game.

That's exactly why there's a possible positive ending in my proposal above - stopping the cooling before a full-scale ice age starts. In the end, the PC descends into the "vault" with the promise that humanity will survive.

The "wander off south" ending could be eliminated, only leaving the player a choice of conditions underground that he manages to secure.

EDIT: Let's move the discussion of this particular proposal to a separate thread to reduce clutter.
6  Development / Writing and Quests / Re: Main Story Arc idea - "Encroachment of Ice Age" on: June 24, 2009, 01:18:28 PM
The bulk of this proposal is based in the initial idea by zenbitz, with an additional "positive" ending that needs most play to work out.



tZee pointed out:

Quote
First of all we need an idea what our story should be about. When we have that we need to start creating scenes, working our way through the story until we discover what our story climax will be. Then we have to work backwards to correct the scenes before so the story climax works and there are no logical gaps etc.

So I thought on it some more.

With the endings outlined above, the PC would be going from North to South, the "vault" residing somewhere in current Denmark / southern Sweden. The encroaching ice would mark game chapters: with years passing, land becomes uninhabitable, forcing gameplay lower down the map.

This would mean the game starting up north. The PC could be a member of some party abandoning their habitat due to changing climate. To avoid the cliche of "Chosen One", he could be one of the many who set out to find a better place for his party and gather information.

With each season, the party moves south (along the Gulf of Bothnia, and then the Baltic Sea). The PC can come to a rendezvous point and report on progress (or decide to abandon his fellows altogether), eventually bringing his party into the "vault" (possibility for politics with both persuasion and combat).

If the player chooses not to stay in the "vault", at the final rendezvous point he may re-join his party to become an eternal nomad.



The plot of such a scenario: following the original party down south, constantly looking for a way to secure their future. Or, again, dissing them to become a loner.

This story presents a lot of decisions that would effect the outcome of the game, allowing multiple replays and different ways to develop the character based on personality.
7  Development / Writing and Quests / Re: Main Story Arc idea on: June 24, 2009, 12:47:29 AM
This one's a quote from the first page:

Also - if you think about it, we are looking at late 20th C technology.  I am PRETTY SURE that there is nothing that exists even now that can keep a population of humans alive "indefinitely" (i.e, 1000 years).
BUT I think it makes a great "quest" even if PC is doomed to fail.   The key for 1000 years is energy.   Some kind of fusion reactor... oh, I guess solar.  PC has to try to figure out a way to make 400 square km of solar panels!

Okay, I know I'm a little late at the table, and I don't have the time to read all the pages, though. (There should be a "working scratchpad" on the wiki, if it's not there already. Wink ) But here's something from wiki that could be/have been an interesting part for the "Snowball Earth" version, about how the ice age ended:

Quote
Global warming associated with large accumulations of Carbon dioxide in the atmosphere over millions of years, emitted primarily by volcanic activity, is the proposed trigger for melting a Snowball Earth. Due to positive feedback for melting, the eventual melting of the snow and ice covering most of the Earth's surface would require as few as 1,000 years.

So the possible game endings could be:

- walking south, alone or with some party; the ending is cold and nihilistic;
- finding the "vault" party and joining them, without finding high tech; the ending slides are quite uncertain and, again, nihilistic;
- finding the "vault" and bringing an energy source, guaranteeing survival of the small group; in-the-middle-ending;
- additionally devising a way to put lots of carbon dioxide in the air, before the ice age starts, so there is hope the planet is livable within the next 1000 years; the ending is uncertain, but positive.

A twist would be finding the "vault" party, but eradicating them after joining some competitors.

Again, sorry if this is late.
8  Development / Programming / Re: Core code on: May 29, 2009, 03:45:42 PM
Possibly if Rio is out, this ticket can be closed?
9  Development / Project management / Re: Trac spam issues on: May 29, 2009, 03:40:27 PM
I was unable to comment on existing tickets yesterday. Is this a feature?
10  Development / Programming / Re: Proposal: Version numbers on: May 29, 2009, 12:38:23 PM
I guess there could be no binary download for PARPG, since it's all Python (for now, at least). There's .pyc byte-code, yes, and that could be provided, but then you'd have to include all the .py under the GPL.
11  Development / Programming / Re: Python version requirement correct? (wiki) on: May 29, 2009, 11:29:59 AM
This indeed is a FIFE ticket. It has been solved for Linux (and probably BSD) recently. A solution for Windows requires 2 things, so sayeth Nihathrael:

1) Updating the build script, which is probably trivial.
2) Someone updating the Windows SDK.

Just in case, I'm not a FIFE developer.
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