Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 26 Jun 2013
Offline Last Active Jul 21 2013 12:21 PM

#5074183 Reviving/resurrecting players in semi-realistic RPG?

Posted by on 30 June 2013 - 10:22 AM

While I am happy you are going with the simplest approach, which in my opinion for your case would be best, is to ignore any attempt to explain ressurection whatsoever. I do want to post a follow up on your post.


When you started this topic you chose as title "reviving/resurrecting players in a semi-realistic rpg". Because, you wanted a more realistic approach you basically eliminated the ability to ressurect/revive from a deceased state, since that is pretty unrealistic. Now in your follow up post, I have to question just how realistic is your game? I cannot imagine any realistic situation where you could explain the need for someone to intentionally die, unless he/she is suicidal.


Since your game is from what I can tell a shoot 'em up type of game, I really do not think you will have to bother with explaining why the player can try again and again. These type of games are carried by the impact the action has, never their story and/or lore. Though more experienced people with this genre can probably give examples that refute my point. What you need to focus on is thus the impact of the game, ensuring the killing is fun and you can do it in a numerous fun and creative ways, because if you make that part boring your game will fail.


I have been told Killing Floor is a great example of the genre, perhaps check it out, though I think you already have.


Conclusion for this is to focus on the killing and less on the lore, because in shoot 'em ups the action/flow is what is important.

#5074116 Reviving/resurrecting players in semi-realistic RPG?

Posted by on 30 June 2013 - 04:54 AM

I would suggest you take a page from the XCOM series. Perma death can add more immersion than any ressurection method can ever achieve. If you have spent the past several missions to perfect the skills and such of Character 'Y' to perfection and suddenly that character dies, you will suffer an enormous feeling of loss. You made that character, you loved that character, but now it is gone, never to be seen again. Sense of loss is a truly powerful feeling, which should never be ignored.


Futhermore, perma death is in fact a feature quite a few gamers truly enjoy, because as mentioned it adds to the immersion, but also adds value to each individual character, which is often not present when characters just ressurect once a mission is over. Because, why worry if he'll be back up on his/her feet when all this is over? Of course, while quite a few players enjoy this aspect, others do not because they cannot cope with that sense of loss in a game. However, this choice of course should be made based on the audience you want to attract for your game.


If you want resurrection, sometimes it is better to just not explain. This time I refer to the gamer favourite Skyrim. If you die in Skyrim, it just reloads a previous saved game state, you just restart. No magic, no gods, no science, no explanation whatsoever. It is just a reset so the player can try again.


I hope this rambling helped you in some way!



#5074021 Input Required - Feudalism (game)

Posted by on 29 June 2013 - 06:07 PM

Thank you for your input MrSkullz,


I am not saying C# is a bad language, I love C#. It is a great language which does an awesome job. The reason why I am going to do this in C++ is because I want to learn C++ since I really want to be good at 2, instead of just one programming language. For the prototype, the oversimplified 2D prototype I, indeed, intend to reinvent the wheel and write my own engine this is to actually understand how those blasted things are designed and work, but in a smaller scale than the Unity or Unreal engine. As mentioned, I am in no hurry to release, nor profit from the project.


When the early-early prototype works and I want to switch to more advanced 2D/3D I will most likely start using a 3rd party engine, since as you said, why write my own engine when there are great tools already available such as Unity and Unreal. I already played around with both and my experiences at the moment tell me that I favor the Unreal engine over the Unity engine. I find the UDK easier to use than the Unity counterpart.


Of course, I am still open to suggestions and/or remarks you might have after reading this.


Indeed, you could regard the game as a SimCastle, but unlike SimCity, where jobs are very abstracted, you will have a direct say in what a large group of the peasants that live under your rule will do on the estate as they are obligated to do certain duties for you under the feudal contract. The demesne, the land which is used to fulfill the needs of you, the lord, must be cultivated by doing various tasks: hunting, gathering wood, harvesting. One of the tasks in the game will be managing all this, because if you do not you will starve, your mansion will neither be maintained nor built, .... However, not all peasants are obligated to do tasks for the lord since they are not bound to you by feudal contract, others only work for the lord and others do both. This is the people management aspect of the game.


Indeed the roleplay elements have not been touched so far in the overview, since I am still working on that. Since I am going for a more realistic depiction of feudalism than Stronghold did (one of my peeves about Stronghold) is that each peasant will be a persistent character. Each character being "unique" is distinguishable by its traits such as pride, lust, diligent. These traits affect how a characters lives. For example: a character who has the "Envy" character will be more likely to turn to a life of crime, while a character with the trait "diligent" will be more efficient at work.

#5074006 Input Required - Feudalism (game)

Posted by on 29 June 2013 - 04:52 PM



Regardless of your intent and/or input I want to thank you for reading my topic. The following content which you are about to read, whether it will be enjoyable I cannot say, is the game I wish to create in several steps. First a very simplified prototype (2D, sucky graphics, ...) and build further and further until I create a will polished game. This will be, of course, a personal endeavor that will span a period of months, perhaps a year or two, three.


Why so long? First I want to program the game myself in C++, a language I just recently started to learn. Smart? Probably not, but what better way to learn then a real project? It will be a long road filled with depression, happy feelings and many, many, many compile errors. I have foreseen it. Do I have any game developing skills whatsoever? No, beside a programming experience, though, alas, in C#. So why not write this game in C#? I want to learn C++, simple. I am not in a hurry to develop a game and make a quick buck out of it. No, I just see it as a learning experience which will slowly teach me the skills to be a decent C++ developer.


I, of course, hope and will try to garner the help of this fine community whenever I am in need and depression is near. So forgiveness in advance for silly problems and endless rambling posts such as this one.


Currently, I am writing down my idea in a design document, while I am used to write documents for software I have written most often they were pretty technical, mere documentation actually. So I took to the internet and looked up what a design document for a game should include and I hope I did a decent job at the game overview, which I was made to believe should be a short version of what the entire document will describe.


So is the text beneath acceptable and did I explain my vision/idea clearly enough so others will know what I am thinking off or am I just a simpleton that got everything wrong.


All input is welcome, the good, the bad and the off topic, but please try on topic...


Feudalism is an city-building simulation game with strategy and role-playing elements added to it. In it the player will play as a landed noble, in the Dark Ages, ordered by his/her liege to found and govern a new settlement in the newly conquered lands for the glory of the realm. The game is one where management skills and a keen eye for detail will enable to bring out the maximum potential of his land during these harsh and dark time. The game targets due to its setting and genre to those who love both history, the medieval period and city-building simulation games such as SimCity. The game itself is aimed for PC only.


The player's main task in Feudalism is constructing and ruling an estate while reaching specific objectives given at the start of a mission when doing campaign. Constructing and planning the settlement is done by zoning the lands as either demesne, which is the land reserved for the personal use of the lord (the player), plotted lands, which is land available for peasants to hire, or service buildings. While constructing and planning the settlement is a major aspect of the game, the greatest challenge for the player will be managing his estate. This is done by optimal people management skills and squeezing the maximum potential out of the land and your peasants. If the player fails to properly run his estate, the settlement will fall prey to various dangers such as peasant rebellions or famine and should the player character, the lord, die either from hunger or be killed in a rebellion the game ends.


The game will reward the player by allowing him to further customize the manor, the center of the settlement and home of the lord. This is done by adding modular pieces available when certain requirements have been met. Extending the manor does not always serve only as an aesthetic reward, but can also be functional such as increasing its defensive or storage capabilities or offering completely new functionality such as a dungeon.


Feudalism will be an easy to pick up game as the controls will be intuitive and reminiscent of other games of its genre such as SimCity, Caesar and Stronghold. The first mission in the campaign will also serve as the tutorial introducing the basic the player should know to start building his estate. This tutorial should be as short as possible, leaving most to be discovered by the player himself. The player however will be accompanied by his advisor who throughout the game will direct the player's attention to any pressing issue the settlement is currently facing.


The setting of the game is the early medieval period in Europe, when the feudal system was in full swing. This is the era where the first "castles" were nothing more but wooden motte[1], with the villages surrounding these defensive structure. As the game progresses the player will gradually see his wooden motte transform into a more solid stone variant and eventually to the iconic well-known stone castles often associated with this time period. The game will be try to bring a colourful touch as to not bore the player with too much greyness and bleakness.


Due to its nature the game, it will have a minimalistic story, even the campaign. However, the campaign will offer a little back story; placing the tasks in a historical perspective so to teach the player a little bit about the situation in a certain region in that time period.  Events such as the Treaty of Verdun, which divided the great empire of the Charlemagne, or the Norman Invasion of England, with which William the Conqueror pressed his claim for the crown of England, will serve this purpose.


While the game is serious in its nature, the game will be accessible  by most demographics, though it would not be suited for the very young since the game will include the less beautiful aspects of history and aspects of life such as war, crime and racism which must, of course, be place in their proper historic perspective. The game will especially be suited for gamers who enjoyed previous games of this genre as the Caesar and Stronghold series.

[1] A fortification with a wooden or stone keep situated on a raised earthwork or hill, accompanied by an enclosed courtyard, surrounded by a protective ditch and palisade.