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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#ActualJeremy Williams

Posted 19 August 2013 - 07:26 PM

Maybe we both misunderstood elements of each others points. However it looks like you have a lot of lore design going for you. At least in your head you seem to know a lot about the cultures you're designing. What i failed to realize from your original post was how much the problem was communication or conveying. How to communicate the lore information from your head to the players who're going to be playing the game.

 

If i we're you, i'd start writing a library/document with information on all the species. The post you wrote as a reply to me could be a start. Something tells me you've might have already done this.

 

Why yes, that thing would be the original post that mentioned the database directly. It's not accessible during normal play, but can be found easily from the menu outside of matches and from the portable command console leaders carry and especially the stationary command console commanders work from.
 

Then i'd start organising the gameplay elements. Think a chart describing all the possible objects of impression or interaction the players will face. Will the species have special attacks or skills? Will there be loot or unique inventory items? This will enable you to start figuring out names and design for various text pieces of equipments and weapons. 

 

Simini have a variety ranging from poison claws to energy projection. (Simini are naturally "squishy wizards"  and their emphasis on defensive tech works well with this.) Andhieli have four arms and four legs, and move completely differently from the others. (And, of course, their ability to wield twice as many weapons helps to some extent.) Ferroningen are covered in natural weapons. (A sickle-blade on the end of their tails, toe claws, hard pointed finger tips and spikes lining their backs. They also have crocodile jaws, but don't bite in normal combat.) Bahaar don't bleed, feel pain or get fatigued by injuries unless they hit vitals. (or for the former, if a major blood vessel is struck) Kokome regenerate, advance faster than other species and have a list of traits to choose from that benefit them. (Things like "determinator", which reduces penalties by an amount proportionate to their resolve.)

 

Maybe the Simini light handguns we're used to subdue unruly slaves or 'savages' and could be called a "Light Pacifier" for that reason?

 

There will be no stunlocking abilities in this game. 

 

Remember Baldurs Gate? You could actually right click and read background information on every single gemstone in the game and read about their cultural significance and so on. 

 

Uh, no. I never played Baldur's Gate. I have played a lot of games with extensive item descriptions and/or databases, however.

 

We might however need some more information about the kind of game you're creating before we can start guessing towards the means of communication will be at your disposal.

 

Have a link.


#1Jeremy Williams

Posted 19 August 2013 - 07:25 PM

Maybe we both misunderstood elements of each others points. However it looks like you have a lot of lore design going for you. At least in your head you seem to know a lot about the cultures you're designing. What i failed to realize from your original post was how much the problem was communication or conveying. How to communicate the lore information from your head to the players who're going to be playing the game.

 

If i we're you, i'd start writing a library/document with information on all the species. The post you wrote as a reply to me could be a start. Something tells me you've might have already done this.

 

Why yes, that thing would be the original post that mentioned the database directly. It's not accessible during normal play, but can be found easily from the menu outside of matches and from the portable command console leaders carry and especially the stationary command console commanders work from.
 

 

 

Then i'd start organising the gameplay elements. Think a chart describing all the possible objects of impression or interaction the players will face. Will the species have special attacks or skills? Will there be loot or unique inventory items? This will enable you to start figuring out names and design for various text pieces of equipments and weapons. 

 

Simini have a variety ranging from poison claws to energy projection. (Simini are naturally "squishy wizards"  and their emphasis on defensive tech works well with this.) Andhieli have four arms and four legs, and move completely differently from the others. (And, of course, their ability to wield twice as many weapons helps to some extent.) Ferroningen are covered in natural weapons. (A sickle-blade on the end of their tails, toe claws, hard pointed finger tips and spikes lining their backs. They also have crocodile jaws, but don't bite in normal combat.) Bahaar don't bleed, feel pain or get fatigued by injuries unless they hit vitals. (or for the former, if a major blood vessel is struck) Kokome regenerate, advance faster than other species and have a list of traits to choose from that benefit them. (Things like "determinator", which reduces penalties by an amount proportionate to their resolve.)

 

 

 

Maybe the Simini light handguns we're used to subdue unruly slaves or 'savages' and could be called a "Light Pacifier" for that reason?

 

There will be no stunlocking abilities in this game. 

 

 

 

Remember Baldurs Gate? You could actually right click and read background information on every single gemstone in the game and read about their cultural significance and so on. 

 

Uh, no. I never played Baldur's Gate. I have played a lot of games with extensive item descriptions and/or databases, however.

 

 

 

We might however need some more information about the kind of game you're creating before we can start guessing towards the means of communication will be at your disposal.

 

Have a link.


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