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Status Changes for my Action/RPG (Revised)

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Heres a full list of status changes I plan on implementing in my action/RPG. Despite the number of status changes that lower attribute scores, attributes will never go below 1, thus you can not die from attribute altering status changes. If you can think of any others or have any ideas for changes, please let me know: -Drunk: Drinking will increase constitution at the loss of intellect, dexterity, wisdom, perception, and charisma. If you drink too much your character will become drunk, the screen will become wavy and distorted and the screen will sway from left to right. Any text that you type will become “slurred” by replacing some letters with others. Combine with the deductions from the alcohol in the first place it will be a major disadvantage -Confused: All movement and look commands will be swapped; forward will be backward, strafe-left will strafe-right, if you move your mouse left you look right, move your mouse up and you look down, and vice-versa. -Hungry: If your hunger bar goes below 100 your character will become hungry, this will subtract one from all attributes and thus, all skills. Once hunger goes below 25, your character will have another 1 point deducted from all attributes. At 0, health is lost at 5 times the rate that your hunger bar goes down. Once you eat, these effects go away. -Thirsty: If your thirst bar goes below 100 your character will become thirsty, this will subtract one from all attributes and thus, all skills. Once thirst goes below 25, your character will have another 1 point deducted from all attributes. At 0, health is lost at 10 times the rate that your thirst bar goes down. Once you eat, these effects go away. -Sleepy: If your character’s sleep bar goes below 50 he will become sleepy. Being sleepy will make your character unable to jump, sprint, or do any other kind of strenuous activity. It will also subtract 1 from all attributes. -Enraged: Enraged will subtract one from intellect, wisdom, and perception in exchange for a plus 1 gain in constitution and strength. -Crippled: If a leg is crippled your character will limp (walk) and can’t move any faster. If an arm is crippled you can not use that arm for anything. To fix this you must seek out a physician or someone who has the “Fix Injury” spell. Either way, fixing the injury will deal 20 damage so make sure you have more than 20 life. -Concussed: Being concussed will subtract one from all attributes and make the screen fuzzy, it will fade after a period of time. -Cold: Cold will affect all attributes and thus affect skills as well, depending on the temperature 1, 2 or 3 points will be subtracted from all attributes. If you are in a cold area long enough, your character will develop cold resistance and cold effects will be reduced by 1. Certain clothes and armor will reduce cold effects. -Hot: Heat will affect all attributes and thus affect skills as well, depending on the temperature 1 or 2 points will be subtracted from all attributes and your thirst bar will lower quicker. If you are in a hot area long enough, your character will develop hot resistance and hot effects will be reduced by 1. Wearing less clothes or armor will reduce heat effects. -Blinded: Being blinded will extremely distort the screen. -Focused(attribute): Being focused will add 1 to whichever attribute the ability/spell is linked to. -Sprinting: Sprinting will make your character move 3 times as fast as jogging (regular movement. -Hidden: This indicates that no one can see you at this time. -Invisible: You are un-noticeable, this will never last very long. -Disguised: Guards will not be able to recognize you unless you sprint or get close to them. -Suffocating: Sleep bar quickly drains fallowed by being knocked out. Once sleep is gone and your character is knocked out, health starts to drain. -Slowed: Your character can only walk -Knocked Down: Your character can roll to either side by double tapping left or right but you need to stand up to do anything else, to stand up push “forward” -Knocked Out: Your character is knocked down and can not roll for a certain time. -Quickened: All speeds are doubled, attack speed is increased by 25% -Poisoned: Your character slowly looses heath and doesn’t regenerate. The total amount of health lost and speed at which it is lost will vary. -Paralyzed: Your character is frozen in position. -Immobilized: Your character can’t move -Encumbered: Your character is over their carrying capacity and can only walk. -Over-Encumbered: Your character is over their carrying capacity by 10 or more and can’t move -Disoriented: Imaginary enemies will start appearing and attacking you for 0 damage every time. However your health bar will lower (hovering over it will reveal your true health) and the enemies will continue to appear as you dispatch them. (If you continue to take a drug that causes disoriented and kill all the imaginary enemies there might be a little reward at the end. It would more be a joke than anything serious and the item might be a wand able to make someone else disoriented for a short time.) -Diseases: Diseases will have different affects and will be rather rare. You will have to visit an apothecary to get the right potion for them. Some will be extremely rare and you will come across them only once or twice in a year, others will be common. The rarer the disease, the better the alchemist needed. A disease will be titled "Disease(?)" until you visit a hospital and get it "diagnosed" (instant upon entering hospital), from there you can find the right potion to cure the disease. Many diseases will require regular doses at certain intervals to cure. IF YOU WANT TO POST PLEASE MAKE SURE YOU'VE READ THIS: -Keep posts on-topic. -Say what it is that is wrong or should be added. -If something is wrong, say how you would correct it without just canning it. -Why this new system will work better than the one currently up there. -If you want to know how I'm going to be working one of these, please just PM me and ask, I won't bite. -DON'T just say that something should be canned, that can be done in testing if something doesn't work. For now lets focus on things that COULD be in the game. Happy posting, please fallow the above rules to posting. [Edited by - PatchesV on December 6, 2007 11:33:09 PM]

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Hungry: If your hunger bar goes below 100 your character will become hungry, this will subtract one from all attributes and thus, all skills. Once hunger goes below 25, your character will have another 1 point deducted from all attributes. At 0, health is lost at 5 times the rate that your hunger bar goes down. Once you eat, these effects go away.

Thirsty: If your thirst bar goes below 100 your character will become thirsty, this will subtract one from all attributes and thus, all skills. Once thirst goes below 25, your character will have another 1 point deducted from all attributes. At 0, health is lost at 10 times the rate that your thirst bar goes down. Once you eat, these effects go away.

Sleepy: If your character’s sleep bar goes below 50 he will become sleepy. Being sleepy will make your character unable to jump, sprint, or do any other kind of strenuous activity. It will also subtract 1 from all attributes.

Crippled: If a leg is crippled your character will limp (walk) and can’t move any faster. If an arm is crippled you can not use that arm for anything. To fix this you must seek out a physician or someone who has the “Fix Injury” spell. Either way, fixing the injury will deal 20 damage so make sure you have more than 20 life.

Over-Encumbered: Your character is over their carrying capacity by 10 or more and can’t move


Maybe I'm just not seeing your vision, but this does not look fun at all.

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Is this single or multiplayer? MMO?

How are you going to handle hunger? Will my guy have to pack a lunch (basically), and then stop every few hours to sit and eat some of it? Will he eat it automatically without my handling this? If the game is an MMO, and I save and end my session, will I reload it and find my character is now starving (to the detriment of all his attributes)? How will it handle hunger with that time lapse?

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Haha, I'd really rather not go into all of this, I had a feeling people would react this way but I'm looking for realism in this game. These things seem like a lot of work to avoid but would come into play rarely.

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Shadows Over Riva had some of those things. You would have food in your inventory, and the characters would eat automaticly. You also had water, and they would drink when they got thirsty. If you didn't eat/drink (that is, if you ran out of food), you would get some disease.

This barely affected gameplay at all however, since you pretty much always stopped by at inns every night (unless you had a torch, it was nearly impossible to see anything at night) to eat and sleep.

You might want to check it out if you have a system capable of running dos games.. Possibly the best game I've ever played really.

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Seems okay to me. I personally like the hunger/thirst and hot/cold elements, and am interested in seeing a game where the character is more than a vehicle of destruction and the challenges are more than HP batteries. That Orcish Plate Mail of Poison Resistance +6 should really start to suck about two miles into the hike up Snowcap Mountain. I want a game where you'll trade it for a nice parka and where people avoid the desert because it's the fucking desert, not because sand worms deal too much piercing damage and are immune to lightning.

That said, I don't see disease on there. Poison is okay, but does that cover food poisoning from eating nasty old beef jerky you found on a corpse in a tomb? Should you be able to catch cold? I'd go balls out and introduce a chance to get foot fungus if you're in the jungle for a week without changing your socks.

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Original post by PatchesV
Haha, I'd really rather not go into all of this, I had a feeling people would react this way but I'm looking for realism in this game. These things seem like a lot of work to avoid but would come into play rarely.


Just remember that realism does not necessarily mean fun. Or interesting.

Take the thirsty state for example. This could provide some interesting gameple in a setting where fresh water is hard to come by, e.g a desert. However, if water is plentiful, it's a no-brainer that my character will want to drink and take water supplies, so don't bother me with the details. It's just making pointless work for the player.

If you're going to include it, make it interesting, and minimize the amount of hassle it is for the player, because otherwise managing all of these status bars will be tedious and pointless hassle.

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To contribute:

Asphyxia: If the character is subjected to a non-breathable environment for a while then intelligence, wisdom, perception etc. will start to drop. Soon the character becomes unconscious, and a short while after that the character will die if the inability to breathe continues.

[Edited by - Sandman on December 5, 2007 7:09:26 AM]

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Most games are fantasy based and players want to get away from the "real world" so this degree of realism is unneeded. Perhaps the "crippled" status would be interesting in a FPS but no one would want to play when their character has to run up to the opponent and bite them because they cannot shoot. Mouth vs M4, good luck. It would be fun to cripple every limb on the opposing team and kill them execution style =/ It doesn't seem balanced nor rational for the purpose of the game. Games are games and life is life, don't mix them.

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First of all, i've purposely designed hunger and thirst so that people have to stick to the road or they won't come across watering holes on long journeys across deserts etc, beyond that it would do these automatically so long as you bought food regularly and refilled your water pouch. This would ensure that players have to remember it, but not make it so tedious as to be a hastle. This would also give you a reason to add in non-aggressive animals that the player could hunt while out in the wilderness.

As for the hot and cold systems it would be pretty strait forward, in the north you need warm clothes, in the south you should dress light. Beyond that there's not much to it, i mean how hard is it for you to think "Hey I'm going to Canada, I should bring a jacket. It's simple but it will allow there to be more reasons to wear different types of armor and clothes for different occasions, a quick less than hassling thing to do for a lot of realism.

Finally, as for the large quantity of negative effects, it is simple, more effects means more options for different kind of spells and attacks. There's only so much you can do with fire and ice spells. And I'm also hoping to add to the positive affects but i'm having trouble thinking of them.

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I see your point, but most players want to spend their precious time finding items, pvp'ing, and following the storyline. Don't put too much weight on the player's shoulders.

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What does the actual gameplay revolve around in your game? Melee combat? First person shooting?

The sleepy status doesn't seem like it would add anything to the game other than constant interruptions.

And unless the setting is a desert or wasteland, I wouldn't bother with hunger and thirst. It would be annoying to be forced to "use" food items every few game hours instead of focusing on the fun part of the gameplay. GTA: SA is a great example of how a hunger stat doesn't add anything at all to a game.

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Randy?
Stoned?
Tourettes level?
PMT?

I have to agree with the others that thirst and hunger really can't work as gameplay elements successfully. Just the presence of a status bar for either, even if it never went below 99%, pisses me off.

Sorry, not very helpful, other than to cause you to think - do i really need those to be realistic?

[Edited by - thelovegoose on December 5, 2007 1:53:09 PM]

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A serious one could be confidence -

The more successful beatings you dish out the higher your confidence gets. Sustain a few losses in a row or one particularly bad beating and your confidence will drop.

More complicated things like fighting a baddie you have never seen before could make it drop, unless your character has high natural confidence.

Your confidence will affect your ability to execute more powerful moves correctly, and to defend better.

Another is complacency. Fight the same baddie repeatedly and you'll become complacent against that type of baddie, your defense and attacks will start to worsen. Fight a baddie well below your skill level and this could also happen. Unless you have high natural resistance to complacency.

Both of these together, combined with much higer experience gains for tougher baddies will discourage grinding chickens and the like and make battles more excting... in theory :)

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Quote:
Original post by PatchesV
These things seem like a lot of work to avoid but would come into play rarely.


Then why not spend your time/energy/dev pool into something that comes into play more often and/or is more interesting?

Quote:

This would ensure that players have to remember it, but not make it so tedious as to be a hastle.


This (in my eyes) seems like a direct contradiction. As soon as you're making them remember/go through motions, it's a hassle.


[edit: Though in retrospect, it might be a little harsh of me since this is more of a brainstorm list than a final list. Those things will likely get culled in development/review/playtesting if they're really not fun.]

ps. I like that Asphyxia.

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Since this is specifically an action RPG, you have a big opportunity in some interesting effects; make them inhibit the player's control rather than the character. Things like stat reductions are rather boring, but inverting the controls for confusion for instance is good. Similarly, make drunk characters stagger around; Neocron did this, and it might sound annoying, but watching your character clumsily stagger behind cover while a huge Warbot was chasing after you produced many a giggle-worthy moment. In an action game the player should feel more in control of the character, so make the player feel like they have the status effect on them.

A few ideas off the top of my head:

Paranoid: Creates monsters that run up behind you but dissapear when you turn to face them.

Buzzing: (Possibly produced by drinking too much coffee) Gives a slight increase in stamina but makes the control pad rumble whenever you are standing idle (would require a rumble pad obviously).

Dissociated: (You ate the wrong mushrooms) Makes the trees talk to you, perhaps even sprouting evil smiley faces.

Conceited: (Have this as an optional extra when drunk, or after a big killing spree) Player's damage caused appears higher and damage received appears lower than it really is.

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The basics of implementing hunger is that it will only really be something to think about when you're planning a long journey. Just to make people stop and think about what they should pack. This is mostly aimed to make people more aware of their environment, something many games lack. As for the paranoid and talking trees, I think I'll combine those into one effect, thanks. Suffocating and disease have already been added to the list, thanks for the ideas. And you have to remember this is all the pre-programming planning. If hunger or drunkenness aren't fun then they'll be cut plain and simple. And to prove that hassles can be fun, look at "The Sims", all that game is is one problem after another but people play it obcessively. I'm trying to make a medieval Action/MMORP (don't comment, ive heard it all) that has those aspects as well as the fun killin and dieing. As for the moral, confidence, and other things of the sort involving mood; I think that happens to the person. If you fight ogres all day and stomp them then you see an ogre and you're like "Ha! guys, watch this!" but if you see a dragon and your last encounter was chomp-death then your response is "CRAP! CRAP! HE'S CHASING ME!!!!". However I've already added that as part of something NPC's experience, like the crew on your ship (that's right boy's and girls, all my different posts are for the same game)

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Original post by PatchesV
The basics of implementing hunger is that it will only really be something to think about when you're planning a long journey. Just to make people stop and think about what they should pack.

How can you do that, exactly? Without forcing them to eat food every so many time units?

Quote:
And to prove that hassles can be fun, look at "The Sims", all that game is is one problem after another but people play it obcessively.

That's not very good proof. The Sims is addictive, but the fun seems to wear off pretty quick. Most of the status bars become incredibly tedious after you get to a certain point in your character's development. From that point on, hunger doesn't add strategy or depth. It just requires you to click on the frig every so many queue items.

If you ask me, all of The Sim features and actions deteriorate into this at some point. It's just that many people seem to stay addicted to the game even though they aren't having fun with it anymore. Most likely to reach some self-set goal they've layed out for themselves. I guess the line drawn between addiction and fun is pretty faint from our (designer) perspectives.

I think most of The Sims actions would annoy the crap out of players if those actions were required in other typical games - games that are fun instead of addictive, like first person shooters. The motivation to play fun games is very different than addictive games. Then again, most RPG games seem to embrace addictiveness over fun. Just not any of my favorites.

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If hunger and thirst are in the game then why not go all the way?

Why not add a "Need to see a man about a horse" as well as "Much pinch a loaf promtly" status?

Everyone enjoys a good bowel movement just like everyone enjoys a good meal. It will be fun!

And speaking iof stopping the flow of the game to do some tedious BS. How about a "brain fart" status where you force players to re-enter something trivial like the characters name just to continue playing. That would be fun! [/sarcasm]

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Original post by Iron Chef Carnage
To people cry like this about running out of fuel in a driving game?

Occasionally. Most driving games don't let you run out of fuel unless stopping for it or running out of it impacts the gameplay significantly.

If you're racing across country, or doing laps on a circuit, then gas stops would be meaningful. Otherwise, any moron can pull over at a gas station, just like any moron can chew food. Being forced to periodically interact with these things would just become a nuisance unless they actually mean something.

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Why not remove hunger and thirst as stats, and instead replace them with cumulative status aliments? You could have environmental factors that run in the background based on the current environment. Most environments would not have the hostile factor of thirst, but being in the desert has a hostile thirst factor of 3 minutes. Meaning that for every 3 minutes you spend in the desert without drinking your thirst status effect increases one level. The same could apply to hot, cold, hunger, wet, toxic gas, etc..

This way the player only needs to think about environmental factors, and food and water when travelling through places where those are a factor and not all the time.

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Original post by MSW
If hunger and thirst are in the game then why not go all the way?

Why not add a "Need to see a man about a horse" as well as "Much pinch a loaf promtly" status?

Everyone enjoys a good bowel movement just like everyone enjoys a good meal. It will be fun!

And speaking iof stopping the flow of the game to do some tedious BS. How about a "brain fart" status where you force players to re-enter something trivial like the characters name just to continue playing. That would be fun! [/sarcasm]


Great, I knew if I didn't get my arse in gear someone would come along and have the same idea for a game. Back to the drawing board.

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In my mind, the hunger and thirst dynamics shouldn't be a mini-game about feeding your tomagotchi, but instead should be a limiting factor. Why don't you just put on your chain mail, pick up your spear, and walk across the continent? Because you'll die before you get there, that's why.

40% of LotR was the Fellowship whining about being hungry (Hobbits, mainly).

"We've got a tough journey ahead, a long hike through hudreds of miles of swamps, mountains and wastelands," should make you wonder if you can survive in a hostile environment for that long, not, " I hope I brought enough ammunition to kill all the zombies."

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