Talk:StendhalDesign: Difference between revisions
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imported>MiguelAngelBlanchLardin No edit summary |
imported>Ragnar-GD End of discussion... ;-) |
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Ragnar wrote: |
Ragnar wrote: |
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<pre> |
<pre> |
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Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, |
Make sheeps out of pigs. People *did* drive pigs into the woodlands, to eat acorns, |
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but never far away from the village. |
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Besides, I like sheep. Call me Wallace. |
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or even willing... ;-) |
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</pre> |
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I see: pig, sheep, cow, horse... animal :) |
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A pig is an animal and it is not abstract, let's grow pigs by now, just as a tribute to Acorn. |
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<pre> |
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I would make weapons and armour expensive. |
I would make weapons and armour expensive. |
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Too expensive to buy under normal conditions, that is: No way by just selling animals. |
Too expensive to buy under normal conditions, that is: No way by just selling animals. |
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Selection: |
Selection: |
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Wounds heal one point per bandage over night. |
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Make that heal one point additionally. |
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serious equipment, that can be sold or used. |
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</pre> |
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Let's make them expensive or let's make several of them and make several class of armors. |
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It would be nice to expand later our game concept by adding new zones and so new quests and new tasks. Don't think about Stendhal as a closed game. |
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<pre> |
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The animals could: |
The animals could: |
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- have a tendency to wander away (or at least, stray), as long as there's no wolf around |
- have a tendency to wander away (or at least, stray), as long as there's no wolf around |
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"have a tendency" means "usually not while the character is moving, but more often while grazing" |
"have a tendency" means "usually not while the character is moving, but more often while grazing" |
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</pre> |
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Ok, it seems a good AI pattern.<br> |
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But let's start small, let's play with one Pig and we later add several animal under control of the same person. |
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<pre> |
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If we have a wolf: Recolour it, and name it "shepards dog" (yeah, Gromit, in example), make it "bite" animals, which makes them go |
If we have a wolf: Recolour it, and name it "shepards dog" (yeah, Gromit, in example), make it "bite" animals, which makes them go |
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nearer to the shepard. It must be bought, of course, and perhaps grow as well. |
nearer to the shepard. It must be bought, of course, and perhaps grow as well. |
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Perhaps a more tactical "chasing" game instead is more fun. |
Perhaps a more tactical "chasing" game instead is more fun. |
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</pre> |
</pre> |
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I plan to implement a very simple RP combat rules. <br> |
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I perhaps base my work on S6S game, that is very simple and very clean. |
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Roleplaying? |
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You said the "character" should gain XP for "Roleplaying". Actually, characters don't roleplay, but Players do. |
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While this is a single-player game, ignore XP. Once it is multiplayer, the Player should gain XP for Roleplaying.<br> |
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The Player can then use the XP to:<br> |
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- "buff up" his character<br> |
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- have better equipment<br> |
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This may only happen when a new character is created. It is important Players cannot do this in midgame!<br> |
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Deal: 1 XP =<br> |
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50 coins, or<br> |
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one point of atk more<br> |
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or one point defense more<br> |
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or whatever.<br> |
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Therefore, *remove* the XP-attrib from the character, and add it to the player.<br> |
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[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 13:00, 4 Mar 2005 (PST) |
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In Stendhal I talk of Player as Character in the same way. You ARE your character. |
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The XP attribute is just something to measure progress, if you just regards is to new players where is the point? |
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---- |
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== End of discussion... ;-) == |
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I will honour the agreement we made: You simply complete the game as you like (that is, I will never ask for changes, but only add, where you ask for it). Then, afterwards, I take a copy of the finished game, add "alternate version" to its name, and then change the game-rules (and any elements that must be made to fit the new rules) as I think. After that, we compare the results, by asking the players which of the games they like more, or what should be taken from both, or what should not be implemented at all. Result: The best of both, and we don't hinder our creative processes. |
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