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Meatsack

Member Since 31 May 2013
Offline Last Active Yesterday, 11:34 AM

Posts I've Made

In Topic: Game Design: The Illusion of Choice

07 July 2014 - 01:39 PM


Imagine a choose-your-own-adventure story where multiple options led to the same page in the end.

 

Sounds like the Time Machine series I used to read as a kid.

Bonus, scroll to the bottom of that link to get "maps" of how the books were laid out.

Illusion of choice?  Not really.  It's educational!


In Topic: Congratulations, you died! :)

30 June 2014 - 06:55 AM

The time-travel mechanic is superbly demonstrated in the movie Edge of Tomorrow.  I saw it.  It's worth seeing once.

 

Otherwise, if you want a persistent world without time-travel, then you have either legacy-play or resurrection-play.

I'd lean towards resurrection play like how it's done in GTA.  If you get too much heat, let the cops kill you and the heat goes away.

 

For the story, I'd make the world very superstitious that everything needs to be buried to pass on to the next life.  But the PC is cursed to not pass on but to reanimate a day after dying.  The PC's main quest is to break this curse so they can go to their blessed afterlife.  The benefits of death would be (at least until the NPC's catch on) that enemies would think they beat the character.   If they encounter the character again after a death, perhaps they would be terrified of the vengeful spirit that is coming for them.  Maybe after breaking into a hard area, not to loot, but to plant an item in a place, pull a sacred lever, talk to someone who is being held captive, etc... the PC can choose to fight their way out, or take some lumps and die whereon they are then buried in the graveyard outside of town. (Hey! Free teleport-ish mechanism!)  Of course, dead bodies get stripped and looted unless you incorporate a superstition that anything that is in the possession of someone who dies is "unclean" and will keep the person from passing on to the next life.  Anyway, a banking / storage system would be useful to re-equip if necessary.  Maybe some not-so-superstitious brigands could loot the PC's corpse (including quest items) whereby the PC would then need to re-equip, track the brigands to their hideout and reclaim all the equipment (and probably more stuff that the brigands also have stolen).

 

OK. I'm just rambling now.  But I clearly see some ways that death can be used strategically and beneficially if designed properly in the game. 


In Topic: What truly makes an enemy/boss hard to beat and be wary of?

20 June 2014 - 03:12 PM

So there is the current "boss" model of combat where the boss goes through stages of aggression and power as the player progresses towards winning.  Any good FAQ on a game can detail these changes and what causes them to any frustrated player (or cheater).  Randomizing the behavior is a good way to somewhat overcome this predictability.

 

Say the boss is a big knight.  It's default behavior is to close the distance to the player and swing its sword.  If the player can dodge and counter attack successfully a number of times, then the boss AI should be programmed to try something else rather than keep up the ineffective action.  Perhaps a faster attack like charging at the player with the sword held out like a spike would be next.  Or it could throw a net to ensnare the player.  Or something else.  Maybe have a set of attacks in a table with % chance of trying it next would be nice.  If an attack fails, the % for that attack would be lowered to zero and the points redistributed evenly among the other attacks.  If the attack is successful, then the % to try that attack again increases and it'll be used more frequently.  Roll again to see which attack comes out.  This doesn't negate the possibility of boss stages.  It's just that those stages can have their own set of attacks.

 

So yeah, bosses with set patterns can and will get old after a few play-throughs.  I'm thinking that a boss with a sizable move list (5 or more?) and a moderately-complex AI to be less predictable (patterns, useless moves) would go far to keep things fresh for a while longer.


In Topic: Amateur Gaming Writer w/ Great Ideas

30 May 2014 - 12:30 PM

Let me just point you HERE (and he's a moderator here) for some reality-check advice.

If you can find yourself described in these articles, then maybe you can start asking the right questions.


In Topic: Life, the worst game design of all.

28 April 2014 - 12:29 PM

I've never done well with real life's economic algorithms.

Where's the cheat code? er...  developer's debugging tool!

And I'm always playing things safe due to that whole "permadeath" design decision.

Where are the forums where I can vent my spleen about these "features".

 

Alas, I make and play games as an escape from the harsh reality that is reality.


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