Welcome, Guest. Please login or register.

  Show Posts
Pages: [1] 2 3 ... 78
1  Sprints / Ongoing sprints / Re: map editor and quest mess on: August 16, 2011, 06:36:06 PM
holy smokes I agree with dracre.
2  General Category / General Discussion / Re: Navigation once again on: July 08, 2011, 07:56:18 PM
Ah, the skill of which you speak is usually called "Area Knowledge".   Actually I think this is most useful for NPC guides.  PCs generally wander and won't bother to learn a specific area that well.  However, it's sort of a null skill because everyone who needs it has it, and it's not generally obtainable without spending months or years in the same place (not very RPG like).   
3  Development / Graphics / Re: Gaspard's critters (finished stuff in the first post) on: July 06, 2011, 06:09:15 PM
Yeah, I like him too - seems like a  happy-go-lucky Swede (or maybe Norwegian) with that hair.  Didn't notice the cat eyes...
4  Development / Writing and Quests / Re: Idea for extra content/backstory on: July 05, 2011, 08:51:27 PM
Well, I would assume that the world post-fall would be "serially looted".   That is - the easy stuff gets grabbed first.
So if PC(s) manage to unearth something inaccessible then there could be unlooted bodies.   Rowan is right these - anything >5 years old will be bones, barring some preservation/mummification process (this can happen naturally ... it it's very dry and/or cold).   

As for locations having "bones" around - it's probably location specific.  If the area is some bomb / chemo shelter where the entrance collapsed or the air failed, it will be nothing but bodies in random locations.  Ditto battlefields (although these will be picked clean of most anything useful unless there are extenuation circumstances).   Places where people live however - I think we can assume that some current or previous occupant took  the time to at least sweep the bones clear if they didn't get a decent burial or whatever.

Some places might be left (relatively) undisturbed for reasons other than accessibility - i..e, real or perceived hazards (animal, human, environmental, etc.) or social taboos etc.
5  General Category / General Discussion / Re: Navigation once again on: June 30, 2011, 10:30:39 PM

What makes you think there isn't enough people traveling to maintain tracks between "major" locations?  Especially since they could be built "near" old population centers which have extensive road networks, etc.   Sure a lot of it will be overgrown, but it's not IMPOSSIBLE to navigate!  People did this in the 18th-19th Century. 

Furthermore, we can use this to our advantage as game designers (BTW, this post is in the wrong forum!)  - we have a H.U.G.E. world map.  It will take forever to populate it all with cool stuff... having essentially impassible wildernesses about makes it easy to control where the player can travel.  Similarly - a trans-baltic expedition is like a "new level" in a more typical game.   You have to attain certain things in the game before it's reasonable to expect success (survival?)

I agree that the longer treks are a bit "heroic"... and possibly somewhat unrealistic... but compared to most games; at least we're considering it.
6  General Category / General Discussion / Re: Since we are moving to component-based structure... on: June 30, 2011, 07:40:31 PM
Actually this is very similar, conceptually, to my "generic task templates" for skills/etc.
7  Development / Writing and Quests / Re: Bicycles on: June 30, 2011, 07:16:56 PM
I disagree at least partially with most of Q_x's points.  While I agree that they might not be super common, I can see a place for them in the game.

1) Dirt roads or forest paths are fine for riding bikes on.  Although if there is snow on the ground it would have to be hard packed yet not ice.

2) There are lots of places that are not "deep wilderness".

3) Well there certainly are applications where using a bike would be useful, especially if you can carry a little cargo on it.  For example, foraging or scavenging expedition (PA equivalent of grocery shopping).   Heck, you could have a semi-organized bicycle cavalry unit (they would fight dismounted) if there were some organized warring states.   Bicycles were used in WWII for recon forces.   You have to feed horses.

4) You vastly underestimate the number of bicycles in Scandavia ca. 1990.  There must be *MILLIONS* of them.   Plenty of them will be protected from the elements a little bit.    Plus, if you have 10 busted rotting bikes from different sources, you can easily make a couple working ones out of the parts that are OK.   

Quote
Long story short - thumbs up for bikers - we actually have few areas that would make sense to use those (and see some bikes for sure) - we have some used-to-be-capital cities on our map..

Oh, ha, ha, I should read to the end of your post before I reply!    I agree with this - bikes will be around sometimes.
8  Development / Writing and Quests / Re: I have a question. on: June 30, 2011, 07:07:43 PM
Well, I think there are 6 _types_.  Could have lots of "subtypes".
9  Development / Writing and Quests / Re: Idea for extra content/backstory on: June 30, 2011, 07:06:46 PM

I think the *general* idea of having mechanisms that convey the backstory to the player is a good idea.  I am not sure that "books" is the correct in game format.  The backstory is not really decided, other than "it was way devastating, dude".  Well, some more ideas have been thrown around like what Q_x says.  It's not so important really.   I do think that, in order to have a war that really knocks the world back into the "stone age" (well, iron age, anyway) it would have to go on for sometime.

10  Development / Writing and Quests / Re: Main Story Arc idea - "Encroachment of Ice Age" on: June 30, 2011, 07:03:11 PM
Why, you have a better idea? (post it it in a different thread plz)
11  Development / Graphics / Re: concept art and sketches for new locations on: June 30, 2011, 07:02:14 PM
these are pretty cool
12  General Category / General Discussion / Re: Navigation once again on: June 30, 2011, 01:09:59 AM

Maybe you would get lost a little...that can just be abstracted in maximum travel times.  There are also locals you can talk to (abstractly) if they are not hostile.

Traveling in the wilderness is a skill like any other - I think people would get pretty used to the tricks.  You can use the sun, stars, water features to navigate.  Getting lost != death, either.  Just delays you (and consumes more resources)

I mean, I don't know how to skin and dress an dead animal, but if I was hungry enough I would figure it out eventually.


Note that it would be sort of nuts to take off on a long trip without some kind of map and no way of collecting food.
13  General Category / General Discussion / Still alive old friends on: June 30, 2011, 01:04:54 AM
Still... Old... Friend...

Sorry I have been so quiet, but I have been actually working hard IRL; no time for IRC.   I am always available for focused discussions if you want to PM me to meet in IRC.  For those who don't know, I am most available 9-5 PDT (UMT -9) or whatever.

14  Sprints / Ongoing sprints / Re: map editor and quest mess on: June 11, 2011, 03:11:08 AM
Map editor is probably much higher priority.

I wouldn't worry about the quest editor until the actual game system is more developed.
15  General Category / Meetings / Re: Replacement meeting for Sunday, 8th of May? (Mother's day) on: May 06, 2011, 10:46:20 PM
Tues or Wed next week is OK... 23 - 8 = 15 - 12 = 3:00 pm my time.
Pages: [1] 2 3 ... 78