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Member Since 19 Apr 2013
Offline Last Active Oct 25 2016 09:08 PM

Posts I've Made

In Topic: Third-person action RPG roguelike

24 September 2016 - 05:45 AM

Well, I think that if you explain the system in game quickly enough, then players will catch on. Just don't expect them to be able to automatically intuit it without an explanation, because they'll likely just fall back on previous learned experience.


It's all explained, but I know most players will skip the tutorial or pay very little attention to it. That's why I'm hoping to make it as obvious as possible, aside from the fact that it helps to be able to identify when particular effects have been inflicted. I hope if blood visibly (and audibly, if it's you) drips from a character the player understands they are bleeding, that when characters cough and struggle to breathe they are bleeding internally from the torso (chest wounds suck), and that when they take a hit, hear a sickening crack and one of their body parts goes limp, they know they've been maimed.


For those same reasons, I want them to be able to see a yellow number and hear an unimpressive impact sound and realize they didn't have much impact on their target. I want them just as quickly to see an orange number, hear a more impressive impact sound and see a wound graphic (just a red patch on the victim) and figure out that their hit was more effective. And most of all, I want them to see a red number, hear a wetter, meatier impact sound, see the wound graphic and the dripping blood and realize that they just inflicted a life-threatening injury.


It's just important that they be able to tell all the things that are happening immediately, and if they skipped or paid no attention to the tutorial I want them to be able to figure it out even if they aren't willing to use the help menu.

In Topic: Third-person action RPG roguelike

24 September 2016 - 04:48 AM


Personally, I have been conditioned by previous games to think that the colors would mean different damage types, but I do not believe that I would make the connection that one 4 is any better/worse than another 4. For example, I've played games where, say, Fire damage was red, poison was green, etc... But for me the better/worse condition of a number would depend entirely on the value of the number itself rather than the color.



Well then, how do you suggest I communicate this? I'll elaborate on the exact differences between the yellow, orange and red numbers.


Obviously, no damage numbers means the attack did no damage and you may as well be attacking them with harsh language.


Yellow means you dealt minor damage. Minor damage is inflicted when you deal 25% or less of your maximum damage, only draining enemy health and poise. In other words, this is a bruise. These hits are not going to maim or kill any target, it would take a ridiculous amount of pounding to whittle down their health this way and even then you'd need to beat through their vitality to actually kill them (as depleting health only renders them unconscious). The best thing to do with this damage is stun an enemy to make an opening to either change damage types, hit harder to try and break through their DR, strike a less armoured part of the target, or run. (Or just keep pounding, I guess. You should do more damage to them while they're on the ground, hopefully that'll pass the 25% mark.)


Orange means you dealt shallow damage. Shallow damage is inflicted when you deal 50% or less, but more than 25% damage. These hits are much nastier, causing body damage to allow them to maim opponents and inflicting infections that slow recovery and can (if severe enough) whittle down health over the span of several days. (Clearly, the issue of infection is mostly important when you're the one taking damage.) This is flesh wounds and closed fractures. Hits like this can maim enemies, disabling the maimed parts of the target and massively slowing regeneration. (That latter issue is also mostly important when it happens to you. You are basically forced to go through the rest of the game as a cripple if this happens. Thankfully, it takes a fair bit of damage to cripple.)


Red means you dealt vital damage. Vital damage is the default, inflicted whenever you deal above 50% damage. This is deadly, inflicting some form of bleeding depending on damage type (assuming we're talking kinetic damage). This will be either external bleeding (as inflicted by slash, pierce and puncture attacks) or internal bleeding (as dealt by bludgeon, pierce and puncture attacks). External bleeding lasts a very long time and quickly drains the target's health (then vitality, when health runs out), and internal bleeding lasts just as long, slowly draining the target's vitality and being immune to most treatments. It also causes nastier infections dependent on the damage type. This is ruptured organs and severed blood vessels. This is the damage you should be aiming to inflict, as it not only can maim enemies, the bleeding will easily kill them. You should also avoid it at all costs, as even if you stop the bleeding it can cost you a lot of health and/or vitality in a hurry before you have the opportunity, if you can even stop it completely.


It's very important that players understand the difference quickly. I would rather they not be pounding on an enemy for minor damage and be confused as to why they just won't die, and I'd also rather they not take vital damage and then be wandering around after the fight wondering why their health keeps doing down and what all those red particles falling from their character mean. It'd be even worse if they get crippled and don't understand why their arm is just hanging uselessly at their side, but I'm pretty sure they can at least figure that part out. (Though they should also be able to figure bleeding out pretty quick, I should hope.)

In Topic: Third-person action RPG roguelike

23 September 2016 - 06:12 PM

Extremely focused question:
Do you players will pick up on yellow, orange and red damage numbers having different meanings, even when the number presented is the same aside from its colour? In particular, do you think they will intuit that a red number is more serious than an orange number that is more serious than a yellow number, even if the numbers are all, for example, 4?

In Topic: Third-person action RPG roguelike

13 September 2016 - 08:35 PM

Okay, so as I've said I work in a weird order, and always have to simplify my concepts. So, without further ado, here's three potential simplifications to the game. 


1. Make the game 2d.

I am very hesitant to actually do this one, and I hope that's understandable, but this one is almost certainly going to happen whether I like it or not. Making it 2d simplifies the art side of things, makes it easier to procedurally generate and allows me to start prototyping much faster. It'll be quicker, cheaper and easier and if it's a sidescroller it won't hurt the final product THAT much as the verticality of the game will be preserved. I have my doubts about the game's stealth mechanics when it's brought down to 2d, but we'll cross that bridge when we come to it.


2. Scrap the encyclopedia.

This is one simplification that probably WON'T be happening. Basically, I cut down on the writing part of the job if I skip the encyclopedia entries for the pre-built areas, enemies and so forth. That doesn't mean I can't pack a lot of lore into dialogue and item descriptions, however.


3. Simplify enemy AI.

This speaks for itself. If I reduce enemy AI, I make things a lot easier. This isn't something I want to do, but may be forced to.

In Topic: Third-person action RPG roguelike

13 September 2016 - 04:40 PM

make them unwinnable. eventually they'll get the idea they will need to bypass them.  but making them very hard but winnable is even better - more gameplay options.

I refuse to make them unwinnable or artificially difficult. They're already a huge risk, I just want to communicate to the players that whatever they're getting from a fight usually isn't worth the risk.

that's how its typically handled. some sort of silhouette with colors/bars/numbers for each section. perhaps light blue for shields vs red for damage, that kind of thing. you can just list it by section (R leg, L leg, etc). it all depends on how fancy you want to get.

There are no shields. This setting is just a little short on bronze age.

still debating that one myself for Caveman 3.0. at the moment, bonuses are no longer displayed, just amount of exp in each skill.  while its a matter of player preference for hard stats and numbers and bonuses and such vs more touchy-feely things like descriptions, i'm thinking that a move away from numbers will lead to more immersive gameplay experiences in games.

I just meant "Should I list all total experience invested?" I mean it as a replacement for levels, because there are no levels in this game.

whether a game is storyline based or otherwise, its always a waste to write more story than you'll need.

FROM wants to speak to you. Also, Bethesda. And a few indie devs, too.

figure out what you need, and write that. if you need more later, you can always change the plan.

The debate is how much to present to the player. I guess I'll just use the dialogue and descriptions strategy, it works well enough for Souls.

might have NPCs warn them, or warning signs, like in fallout.

The former is doable the first time. The latter, not so much.

sounds pretty cool, i'd grab unity/unreal/etc and start prototyping.

I have no artists right now. This will take time.