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Old Soul

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  1. Old Soul

    What Makes a great Sci-Fi?

    I think the better scifi was the earlier stuff, when stories were based around using real science to solve problems. I'd make the distinction that Star Wars can be awful scifi but still be a great movie.
  2. Old Soul

    Why Are There Fewer Sci-Fi RPGs Than Fantasy Ones?

    I think there's a large segment of the population who feel incompetent around high technology and dislike anything they don't understand, so they just stay away from it. Fantasy for the most part doesn't need any explanation and anything weird is explained with magic, which isn't supposed to be understood so they're good with that.
  3. I'd suggest walking through the process backwards. Set the exp per monster to anything you like. Play the game for a bit and get a feel for when would be a good time for the player to get an upgrade. However much exp you've collected is up until now the exp needed to reach the next level. Getting a good feel for it requires playtesting, all games have a different feel for how much this is as it also depends on how dangerous it feels, how far you've had to travel to find the next enemy, how much money the player spends on killing an enemy with ammo/healing/repairs/upgrades, and how much time is takes to take them down etc etc. There are too many variables to give you a perfect answer, but your goal should be to produce a specific experience for the player, so keep that in mind and shape your game around it.
  4. Old Soul

    Accuracy mechanic in an MMO game

    Not sure *how* new you are to game development so I'll preface with https://www.gamedev.net/blogs/entry/2250155-why-you-shouldnt-be-making-an-mmo/ just so you know what you're getting into. Having said that I recommend using the gamefeel approach which is forget about it needing game mechanics for a moment and imagine your player having an optimal experience. Does it take 1 hit to kill an imp, 2-3 to take down each enemy guard? Then using that weapon does 100% damage to an imp and 33%/50% damage to a guard. On the other hand the Imp might be a fast little scamp and dodges you 3/4 of the time. I'd also suggest removing the idea of "Accuracy" for "Skill" and/or "Speed". You wern't so incompetant that you just missed someone standing in front of you, if you "missed" it's because the enemy was too fast/skillful and either blocked or dodged/deflected your attack in which case you use the term "dodged", never "missed". It may sound like a nitpick but it's important psychologically. "Missing" is frustrating, people hate it. Being blocked or dodged feels completely different even though numerically its exactly the same thing. Skill can communicate "accuracy" but more like being able to stab your dagger between armorplating like a badass, not wether or not you'll even hit the enormous target in front of you like someone with a concussion playing pin the tail on the donkey. I think what I'm getting at is the player should have a skill rating but weapons should be 100% accurate. Even monkey island had more realistic feeling swordfighting than many mmos, not even including the insults. The combat was all parrying and disarming them when you won like in the old movies, not taking turns swiping your weapon through the air and not even flinching or trying but failing to dodge as they're about to hit you.
  5. Old Soul

    Need some extra brain power

    Depends on how far into moonlogic you're looking to get, random thoughts that occur:. -First get the nun/priest/whatever to ring the bells saying what time it is, maybe someone important has a trumpet that signals the bells should be rung now. -Something could be thrown/fired to hit the bell. -Something could crash into the church to ring the bell, maybe an angry bull or a vehicle of some sort. -Make loud thumps on the ground while the ostriches heads are in the ground, as that may be how the bell sounds to them with ears covered by dirt. Perhaps the first thump gets their heads out of the ground to listen for the rest of the bells. -Sit a huge speaker on the ground and play dubstep and press stop after 5 beats. -Time rift, jump yourself and the ostriches forward in time an hour just after the 2 o'clock to just before 3 o'clock, they hear 5 and run on over. -Play a record with a loud bell next to them, damage the record to get the bell to repeat. -Set up something that will echo the 3 bell tolls back, have to get it just the right distance so that two of them overlap to make 5. -Get the space age computer to playback a recording of the previous bell (2 o'clock) right after the bell rang for 3 o'clock. -Require loud noises of any sort while their heads are underground. Anvils falling, cars crashing, a very big door being slammed. Either these could be heard by the ostriches or they could give the ground a large enough thump to make the church bell ring. -Go full sillymode and require 5 bells of any sort, including bicycle bells, jingle bells and bell peppers, idk how seriously you're making it though. -Press the "Ring Time" button next to the bell at 3, press the button again but put something in there to silence the sixth hit. If it's a silly game that might be a body part. Idk, maybe more context could help.
  6. Old Soul

    Input on Adult Content

    I think it's useful to break concepts/language down to make things easier, like how a "scene" in language can be thought of as sort of container if that makes sense. A fight scene or a sex scene are the events leading up to and away from the event but the scene is not the actual event, it only contains it. You can have a fight scene or sex scene with or without fighting or sex actually shown. Usually in "tasteful" films they're only shown if it effected the plot in some direct way that couldn't be implied. I agree with your thoughts about the double standard for violence and sex, though I think the reason the hypersensitive parent demographic are less worried about violence is that kids deal with violent feelings since they were babies. Sex on the other hand is not something parents want their kids thinking is even an option until they're old enough to support a family. I think 'Society' is generally fine with "Sex Games", but not "Games with sex." The difference is all expectation. To be very crude for a moment, there's a distasteful old joke calling rape "surprise sex", that might be a good to keep in mind as a rule of thumb. Society hates an awesome game surprising you by also being a sex game. Society loves a sex game surprising you by also being an awesome game. It's all about framing people's expectations, like how an iPhone is actually a pocket computer. As a pocket computer with a phone included it's actually not that great, we're comparing them to other computers. But a phone to have a computer included is freaking amazing, comparing them to other phones. In short, remove any ambiguity about the game having sex in and you'll be fine. Btw, if you're thinking making something like a visual novel like Doki Doki Literature Club then the "Ren'Py" community has a lot of examples of Indie dating games (some 18+) and a fairly sizable audience of people already into that sort of thing. Ren'Py is free, even for commercial use I'm pretty sure.
  7. Old Soul

    Why A.I is impossible

    Ok, lets break this down. "The only difference between a human being and a machine is 'consciousness'." So in your opinion an unconscious human being is a machine? Say if in the future we were able startrek level technology to scan you on a subatomic level and then create a physically identical copy of you, you would think it's impossible for that copy to be awakened? Btw, synthetic life was achieved 8 years ago already if your definition of "artifical intelligence" isn't limited to computers. "Some people call it a soul or spirit or whatever. Basically, it's energy that's beyond the 5 'human' senses." If you don't know what it is, you can't conclude it's beyond the senses or not. We especially wouldn't conclude it's beyond the realm of science considering how we've invented instruments to see, manipulate and create many forms of energy that are beyond the senses, radiowaves, microwaves and all sorts of radiation are on the same spectrum as light for instance, can't see any of them, that doesn't stop us from learning how to use and create them. "We are using our 5 senses to create something that is literally 'out of this world'." Creating something with our senses? What? Nvm... just consider that If something can interact with matter then matter can interact with it back. If it can't, perhaps what you're experiencing is in your imagination. Feeling real is not the same thing as being real.
  8. Sounds like a swordplay equivalent of Day Z. A few things to take into consideration: 1. Asshats who like murdering everyone. (obviously) 2. Asshats who create bots to auto-murder. (because asshat) 3. Any permadeath game had better be certain that the combat comes across as fair. It's a lot easier to tell when a server has lagged when it's combat with swords and you can see the weapon contact as well as lead up animations etc.
  9. Old Soul

    How to create EMPATHY in Games

    Pretty simple formulae to it; to create empathy in the viewer make something express agency or emotion. Making your subject humanoid or giving it eyes helps a lot, but only because it helps the subject express what's going on in their pretend mind. The pixar lamp is a good example of motion expressing that the little lamp has a mind of it's own.
  10. Old Soul

    Do you like Tower Defense Games?

    I think an often underappreciated aspect of real time games like tower defense is having a good camera AI. In a real time defense game it can be frustrating for players if they're unable to see all the defense locations simultaneously, though it does depend what sort of feel you're aiming for. If you want a punishing game then sure, send a fleet of heavy tanks to an off-screen barrier while the player is already occupied with battle elsewhere, but a lot of players feel like that's the computer cheating. Tower defense are primarily about giving the player adequate warning about what they have incoming and allowing them to allocate resources based on their estimates of what is required. Level design should think about the distance from where the player's defenses will be to the enemy spawnpoint in terms of the time it takes for enemies to get there. This is the amount of warning they get. The more they build their defenses out the less warning they get before combat begins. Making quick enemies weak and heavy enemies slow is a way of shortening and lengthening the amount of preparation time you're handing them for the task you're giving.
  11. Old Soul

    Player Generated Weapon Designs

    So you're talking about applying a skin to an existing weapon. One way to limit them is to make crafting take a long time so they cannot just be churned out factory style, or make them expensive so they're something for higher level characters to work towards. (It's probably better to save optional game mechanics for later anyway, new players may already have a hard time learning how the game works without throwing additional layers in)   I'd also make sure graphical overrides are a clear, obvious and separate looking kind of item, keeping them completely separated from regular items; selling pre-skinned items is a fairly straight forward way for scammers to create fake high level looking items.   Personally I'd keep a customization system to breaking each kind of weapon into parts (eg. blade/hilt/handle) and allowing customization by swapping the parts and materials/colors. If you get a large number of people in the same area at the same time, all with their own custom armors/weapons/clothes/hair/jewelry/shoes/effects you'll require every single user to download a copy of every single unique equipment model. It's going to bite server bandwidth pretty darn hard.
  12. Old Soul

    Adventure/roguelike campaign mechanics

    It's a pretty narrow line working both permadeath and forgiving repetition so the possibility of it working depends entirely on how you implement it. You could have entirely expendable heros like Desktop Dungeons but using permanent town developments as a substitute for character progression on one hand, and on the other you could have a Xcom style team who becomes OP over time but will cripple the player possibly beyond repair if one of them dies. Somewhere in the middle you have RTS games that allow the town and troops to be upgraded and gain experience through battle but that are all fairly expendable and replaceable.   A couple of things that change how things feel are can you go backwards and do an easier level again or does training lower level troops become impossible? If impossible it's requires that the player give up on an impossible task rather than being definitively beaten, which is a more satisfying way to lose. You would be better off being able to resurrect your team members in the town, perhaps with brain damage (exp loss), in a moment of running away with their tails between their legs but but having the option go re-prepare and go back into the fray. Of course that's only if any party members are left alive to pull the defeated members out, otherwise game over. It sucks to have to give up because you've been ground down into a uselessly crippled party, it's a lot better to solidly defeat them fair and square and put the player out of their misery.   The thing is that a party as a has a similar psychological feel to a single character in other games. Instead of being a character, you're all four characters, but in the sense that you're now a single hive-mind character in four bodies. A character geting hit hard for 1/4 of their total HP in a single character game just means you need healing, but if that happened to a party they could lose a character permanently and be crippled for the rest of the game. It feels like too great a setback for too small an injury. Maybe that's exactly what you want, but the player isn't going to have the same attachment to their characters as they would if they have the option to get all the way to the end, and realistically if there's no rolling back the difficulty then replacing players isn't really a feasible option.   As for your idea about chapters, that could work in a single character rougelike as it does in spelunky, but group rouguelikes are too fragile to last that long, you're better off making the player start a new character at the start of each chapter so they don't feel like they're starting a new chapter crippled by an early mistake. Maybe you could have the player design one character completely but make all the rest premade characters who wouldn't be a great loss if they had to be replaced and who level up automatically so they're still kind of cookie-cutter The game only ends if the custom avatar dies. While the player needs a clear goal, the player also needs to understand the computer's goal clearly too, in this case "kill the player's avatar". If you allow a situation where the player feels they have to give up now because they no longer have any viable moves, that feels like calling the game a draw, which is the least satisfying way to end any game. You want the player yelling "Nooooo!" not begrudgingly quitting after combing over their options for 10 minutes.
  13. Old Soul

    Skill point curve

    I think you've asked a bit of a trick question there. Asking how a tool should be designed requires knowing what it's going to be used for. It also depends on what kind of feel you're going for with the game though too, if its supposed to be relaxed or punishing? The steeper the curve the more punishing, and the less notice the player has to adapt their skills to the new environments.   One answer is somewhere along the lines of "determine the perceived difficulty curve you want the game to have from start to finish, determine the player power curve over the game, create the actual difficulty of the levels using a curve that is the player power curve added to the perceived difficulty curve. So long as these are consistent then your question about picking the curve type really only matters if the player makes their character too unbalanced, though if they screw up majorly it shouldn't matter if they have the option of backtracking and grinding on some lower level enemies until they fix their build mistake.   If every level you double in strength but the enemies double in health you've got no difficulty curve there, but you can increase the number of enemies and combination of enemies to make up for it. Part of giving the feel of progression is throwing in the early enemies that used to be hard to kill so the player can wipe the floor with them as the old bosses become the new standard minions. That way the player feels like they have grown more powerful even though the game is getting more difficult. That's one reason why I think elder scrolls progression system kind of sucks, scaling monsters to match player progression removes the feeling of becoming more powerful and it breaks the immersion by making the whole thing feel too artificial. It also penalizes players who don't want to focus on combat, either allow that as an viable option or don't allow skills that don't improve your combat.   Additionally skill points should all be lumped in with the treasure curve too. Attack and defense skills are "lowering enemy defense and attack effectiveness" skills, while healing and crafting are "lower the enemy defense and attack effectiveness a greater amount for additional cost" skills. Your money is effectively a second attack and defense improving statistic that has to creep along in time with the skill points. This also means you have to be very careful about what level of drops you get, and their frequency, compared to things you can craft if you decide to have crafting.   One problem with rpg design is the mini-nuke hoarding problem, that players don't know what the future is going to bring so they try to save powerful ammo even at bosses because they don't know what the game is going to throw next. Possibly an ever bigger boss after this one so they'll regret spending it now. I bring this up because players don't know what is coming up so they've no way of knowing what the best stats will be, so really it's not fair if the game is too punishing because of it. Eg, suddenly there's a new enemy that slaughters you if have one of your skills at level 1, such as being too slow to either dodge or hit a new very fast enemy or the new enemy's surprise attack 1-hit kills you if you haven't put any points into health. If that's the case it might be best to make sure there's an item currently available in the shop that boosts whatever the player is lacking in, so they can always fall back on equipment to make their stats flexible, or maybe a ranged weapon that basically allows them to pass that kind of enemy for money until they have a chance to adapt their skills.   One idea I'd like to see more of in rpgs is getting experience from your failures. You burnt the food but you got twice the cooking experience as a result. In life your failures can teach you more than your successes, and if done well it can help the player along when they need it. Of course it has to be handled carefully so that it's not gamed by continually killing yourself or something but there are many creative ways you can include to balance out or compensate a bad build.
  14. Old Soul

    Sci-Fi Multiplayer Tactical Game

    I'm thinking an interesting mechanic might be a capture the flag style "taking the map by pieces" game where you have flags and mini-flags, in this scifi case you have a turret which is the flag (you own an area if you own the turret in it's center, that's why you own it) but you also have mini-flags which are one or more generators which power the turret which are spread around in defendable positions. It's debatable how many generators need to be up for the turret to work, only one, half or all of them have their own gameplay advantages, you could experiment with that. But once the turret is offline that's when the enemy players would be capable of moving up on the turret and capturing it for themselves..
  15. How about you get a dockyard attached to the side of your castle and you get a flying boat that you can upgrade and use to dock to the entrance of an enemy keep, which allows you to organize a raiding party and bring a bunch of monsters to flood into the front door with you. Maybe space for setting up a turret or other piece of useful raiding equipment.   Additionally, you could collect resources for upgrades and skins for existing content to decorate your work in new ways. Perhaps you could collect "morph energy" that allow you a reroll on an existing epic weapon to recycle existing weapons. Also if you got say 10 identical weapons you could use a device to combine them into weapon of a higher grade, but they have to be the same kind of weapon to start with. So collect morphs to change unwanted weapons until you get 10 of the same type, then repeat for higher levels. Maybe 10 could be too low or high, idk what the drop rates are like. The point is to have multiple activities running at once, preferably one kind feeling long term and at least one more feeling shorter term. By the time they've done one task for too long they've probably got a drop that will remind them of another task they could do.
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