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16  Development / Writing and Quests / Re: Reputation Model on: May 03, 2011, 11:21:06 PM
My gradiose scheme makes even B.3 look small.

Think of all the actors (PC + Party NPC  + Non Party) NPCs as nodes in a graph.  The edges connect them.  The edges have "flavors" that indicate what each person thinks of each other.
Closely connected "friendly" graphs => factions.   Things that you do change the flavor (numerically) of the edges - this effects how people respond to you.

Interesting to consider how this effects dialog options - I don't think there is a N to M relationship but ideally some of this will be handled programatically.  Obviously we will have enough trouble writing ONE set of dialogs so doing more than one is probably out of the quest at this stage.  However, in a simplisitic sense - how much someone likes you will enhance/restrict the number of dialog options available to the Player.   It might be possible to write ~generic sentence with "mood/origin" variable modifiers... but in the end that's just LARPing.
17  Development / Project management / Re: Doodle: Weekly Developer Meeting Day and Time on: May 03, 2011, 11:13:16 PM
Yeah, I those "maybes" on sundays are real maybes for me.  I can try to make them sometimes though!

I think we should have a meeting during the week as well (Tues?)
18  Development / Mechanics / Re: New Profession: Rat Master for immediate feedback on: May 03, 2011, 11:10:34 PM
Ah... I think "rat master" is too specific.  I guess this is generically "crafting" with "animal husbandry/farming" as the skills.  Plus commerce skills to sell them...

So to me - this is like a specific set of parameters (objects; i.e, rats) that the player could manipulate for profit.    It's true that it's on the border of writing/mechanics - but in general the "source" of rats and the "sink" (i.e, to whom do you sell the rats) is story-specific.
19  Development / Graphics / Re: WIP - HUD and the GUIs, feedback needed ! on: May 03, 2011, 11:06:39 PM
Glad to see people working on stuff!
20  General Category / Meetings / Re: First Developer Meeting Agenda on: May 03, 2011, 11:05:48 PM
Sundays are sort of hit and miss.  I was out of town this weekend.  If we had them every sunday I would probably be able to make half of them.
21  Development / Programming / Re: Need New Model/Game Logic Framework on: April 27, 2011, 10:12:57 PM
If I follow (and I am not trying that hard), we would have to implement a "Grease-like" model for our game logic objects anyway - they would just have pointers to FIFE (graphics) objects.

I think that should be OK.
22  Development / Mechanics / Re: New Profession: Rat Master for immediate feedback on: April 27, 2011, 09:55:32 PM
This really needs to be in writing section?
23  Development / Mechanics / Re: Combat / World / Map thoughts on: April 27, 2011, 09:38:13 PM
Well, it's a bit of a hijack but there are some cool ideas in there.

I think "Body Temperature" was an idea in the beginning - but the issue is that it generally "Breaks" the game.  Either the PC is dressed warmly enough to survive, or he dies.   There is no tactical decision to be made "should I wear less clothes?"   And if you clothes get destroyed or stolen - then either it's a quick trip to the "mall" (trade shop) or you just die.    The exception I was thinking about for "flavor" was that the PC would essentially be ALWAYS prepared for "standard weather" (even arctic like conditions) BUT there would be extreme conditions that he would have to "prep" for - with an analogy "The Glow"'s high level of radiation in fallout.  Although hopefully less trivial.

Hmmm other points too - maybe they should be split off in different threads...  Appreciate the contributions though.
24  General Category / Meetings / Re: First Developer Meeting Agenda on: April 27, 2011, 07:05:02 PM
Seems like I might have mis-clicked the doodle, but it's highly unlikely that I will be able to make a meeting on sunday.  It's possible that I will be able to check in after - around 11 pm or 12 UTC.
25  Development / Mechanics / Re: Combat / World / Map thoughts on: April 20, 2011, 11:24:18 PM
100 feet = ~30m = 30 hexes.   At 72 pixels/hex that a huge screen (>2000 pixels).  And that is well within effective _pistol_ range (50m).
Rifles have 5-10x that - even without scopes.   Maybe I am making too much of that however.
26  Development / Writing and Quests / Night Terror quest on: April 20, 2011, 11:17:15 PM
Just WIP, but can't get on IRC today...


As written, there doesn't have to be a technological (chemical) cause at all.  He's just paranoid delusional schizophrenic ( I guess depressive, since he's tending towards suicide) and it manifests as him being afraid of the dark/night.   He's not "sane" during the day, he's just functional enough.

That being said... not sure how the PC would "cure" schizophrenia... and it's not literally contagious.  Although although ALTHOUGH... we could write DIALOG paths in which the PC is somehow convinced that Henrikson's terrors are real!   So PC literally becomes part of paranoid delusions!    PLAYERS generally believe whatever the "game" tells them...   So by picking "black" dialog paths and actions, PC and NPC slip deeper into insanity... other actions or dialog options break the (mental) cycle.

In the end, there would have to be one "finding" - some gigantic inconsistency in the PCs story - that shatters the delusions.  Once PC realizes that the two of them are delusional he can try to convince Henrikson and talk him down.

Could even make the "depth" of PCs insanity depend on his (literal) Stress damage level, or other psychological quirks.

Hard part is coming up with different characters having different ways to solve the puzzle...
"Mentally stable" characters don't fall into the "trap" or don't fall as deep.
"Sciency / Intelligent/ Educated" characters recognize that Henrikson is insane early
"Scavenge-y" characters more easily find the "clue" that gives the lie to Henrikson's story.

I think that's better than LSD or other weird chemicals.  It's a little bogus what with "instant psycho-analysis cure" but it is just a game.
27  Development / Mechanics / Re: Combat / World / Map thoughts on: April 19, 2011, 09:13:43 PM
I think I like the travel map to be a MAP.   Like a real person would really look at if he was trying to go somewhere.

So early in the game PC has some hand scrawled map  with stuff like "town this way", "big tree", "avoid this area - bears".  It would only cover a very small area of the world map.
So this is quite different from the standard "black out the parts you haven't been to yet".

The next level of map is an actual ROAD map (see attachment).  This would be of a larger area - ideally I would use real maps but we could fake them too.  So there would be one for finland, one for sweden, etc.   The player (or even NPC) could write "notes" in red pen on the map - circling areas of importance or hazard.  You would be able to zoom in and out on these.  Having a map reduces your chances of getting "lost" - as long as you stay to the roads.

The third level of map - would be like USGS topo maps - these are what you want if you want to go cross country rather than following old highways.  Obviously these shouldn't be GREAT detail (or they would be gigantic - but it should at least LOOK like fancy topo maps of the country side.)

As for 2D/3D graphics.  It all seems equally impossible at this stage since we have no active artists.   However, generic battle maps make this actually easier.

I would actually prefer the "battle map"  and the "location map" to be the same - but I think the scale will not work properly at all.    Weapons will be able to shoot way off the screen and such.

28  Development / Mechanics / Combat / World / Map thoughts on: April 19, 2011, 12:07:13 AM

It has not gotten much support - but I thought that some of the FO like RPG combat flailings could be solved with a "tactical" map zoom level.
While wasting time on RPG codex I came across this replay:

Ignore the cheesy JRPG graphics - but I still like the idea of 3 "map" levels (Travel Map - basically a 2D "map" and trip planning interface), "Interaction" Map i.e., free move "real time ish" isomorphic map (ala FO / PST / Arcanum) and "Battle Map" which would be a GENERATED battle map where tactics reign supreme!  (And also some influence from non-combat skills like negotiation and bluff).

29  Development / Writing and Quests / Re: More Writing-Based Ramblings. Oh, Good, Just What You Wanted? on: April 18, 2011, 11:53:02 PM

Another NPC concept. Because we need more cannibalism.
Lawful Good cannibals FTW!  There is an obvious (some might say contrived or cliche'd) plot around this guy too - some other party hires or convinces PC to go after Gunnar and bring him in / down.  Of course they only give one side of the story.

I just (re) read the "Watchmen" comic from the 80s.    I haven't read this in years (it has been in my Mom's basement since 2002), but the "feel" of this does a passable imitation of my vision for PARPG.
30  Development / Project management / Re: Doodle: Weekly Developer Meeting Day and Time on: April 18, 2011, 11:25:26 PM
Since the vast majority of these meeting times are while I am at work, I will sometimes have full or partial conflicts.  For example, normally I am free thursday (except for 1 meeting) but this week is bad.  When I have a partial conflict I will have the IRC on but might be busy, you know, working.  A "full" conflict means that I have another "real" meeting (I have lots of meetings).
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