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  #16 (permalink)  
Old 03-05-2004, 07:58 AM
Galuf the Dwarf's Avatar
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I was thinking that these things could be done.

1) Add more depth to decisions in the game such as taking certain paths (choices of dialogue, certain quests, etc.). For instance, let's say that you go into this peculiar subterrainean area with dangerous platforms that may collapse with too much weight. Some characters (the one you primarily control, and some NPCs tagging along) will be forced to travel light in order to keep themselves from falling and dying. Then, you eventually find the mother load of treasure. You and your companions decide to take certain items. There are tons of them (not uber-powerful, but quite helpful), but you have to choose carefully, which may leave one or two people in your group openly disgruntled. However, as you leave this treasure cache, you come to find out that it was a bit of a trap, and that these items were enchanted to trigger an encounter that depends upon what you're carrying. Also, one or two items are MEANT to be taken for main plot purposes and for optional areas.

2) Make for more interaction between the protagonist and NPCs, as we all agree upon.

3) Perhaps try to add some intitial personality to created (or pre-created) characters in games similar to ToEE and the Icewind Dale series? I'd wish to see them more lively and not just acting like controlled robots at your command.

4) Give more options on how to deal with villains; make them able to surrender, and possibly turn them over to authorities (not just "join us or die").

5) Give plenty of options for pieces of equipment that can make a difference. For instance, have divine spellcasters need to equip articles such as holy symbols to use certain abilities properly (for instance, to turn undead in a D&D game), and certain items that can slightly enhance the channeling of spells (a staff, wand, or whatever that magical energy could pass through like an electrical circuit). Also, maybe there could be the options to carry certain camping items (timekeeping items, campfire kits, etc.), in order to make a difference in how well your characters sleep.

That's all I can think of for now.
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  #17 (permalink)  
Old 03-05-2004, 08:26 AM
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Ok, thanks.
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  #18 (permalink)  
Old 03-05-2004, 12:41 PM
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Thanks Galuf the Dwarf

I liked especially your first idea.
My major goal is to make a non linear game. I was thinking to start with a very simple thing: every choise you make when creating character will affect the game. For example, if you are Gnome Rogue, you will get very different role in some areas, but if you are playing Human Palladin, you will be treated as leader of army.
I was thinking that your race and class will even affect why you were arrested and accused for murder.
I know this well means a lots of working, but it could make the game more interesting.

I have one big problem in making this game. I have only an small idea about graphics. I have studied some ways to solve this, but if you have any good succestion, I would be happy to hear those. But in my opinion, good plot and freedom can make even bad looking game good.
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  #19 (permalink)  
Old 03-05-2004, 03:48 PM
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regarding basic graphics, that's the problem I have implementing my increasingly grand designs - I'm not much of an artist, and they just don't teach you graphics on my IT course.

I mainly use simple icons, ASCII characters and text feedback when I'm working on my designs.

as to the race/alignment/factions/whatever and how they affect your standing with various people, I'm currently working out a way of constructing complex relationships:

basically, you have an overall alignment score - the more good you are, the higher it is - and scores for individual factions - eg. palace guard, etc.

while non-members will work off your reputation, members will work from your reputation with their organisation, but all will be modified. a guardsman who meets a new character and is unfriendly because of their poor factional reputation, however a guard recruiting officer will mainly keep an eye on your general reputation. also, a vampire may suffer bonuses in reputation with other vampires, but scare the bejesus out of everyone else, and really annoy paladins.

combine this with interfactional relationships - working for one gang may well piss off their rival - that are very simple to modify, and you've got a fairly adaptable system in exchange for a few character stats and a little code.
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  #20 (permalink)  
Old 03-06-2004, 07:17 AM
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I'm also making it ASCII now. It's the easiest way right now and it can be changed afterwards (although it needs lots of work).

Last evening I got a great idea. Someone said that you should be able to make your own items. Well, how about if only limits are what you are carrying? For example, if you have iron ore you can do sword which lenght is limited to how much you have ore? Small ammounts allows you to only make a dagger. You can also import some diamonds to make some anchaments, nad if you are magic-user, you can use your magic to add some specialites to item. What you can add, is limited by your magic powers.
I also was thinking to add some skills, which helps you make better items.

What do you think of this?
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  #21 (permalink)  
Old 03-06-2004, 04:22 PM
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interesting. a fair few games have the odd section where you can make or modify kit, but if you can play about with the constituent parts beforehand, it could be very interesting - a warrior goes hunting for better component items, a wizard can enchant metals before forging or engrave or alter the weapon afterwards, alchemists could create more powerful metals, and so forth. the possibilities are endless, but it may take a fair bit of figuring out on paper first if you get carried away...

also, it's given me a fair few ideas - I'm currently planning on having very few characters that have access to skill trees that allow them to create and use mechanical creatures to aid them in battle. your idea, however, means that I may be able to move away from a straight skill tree, and instead use stats and try to develop new variants of creatures. for example, a lump of new tougher metal could be used either in fabricating a new design of machine, or to improve an old design and thus increase its stats on the battlefield.
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  #22 (permalink)  
Old 03-08-2004, 05:04 AM
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About skiltree

I have 2 options:
1)When creating character, you may select class. The class you select gives you some bonus to some skills. For example, Cleric get bonus to healing skills, whereas thief get bonus to sneak, hide etc.

2)When creating character, you don't select class. When leveling you can select skills without limit. You can master in some things like fighting or healing, or you can learn a little bit of everything but you are not specially good at any.

Which one you prefer?
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  #23 (permalink)  
Old 03-08-2004, 09:13 AM
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Quote:
Originally posted by Kipi
About skiltree

I have 2 options:
1)When creating character, you may select class. The class you select gives you some bonus to some skills. For example, Cleric get bonus to healing skills, whereas thief get bonus to sneak, hide etc.

2)When creating character, you don't select class. When leveling you can select skills without limit. You can master in some things like fighting or healing, or you can learn a little bit of everything but you are not specially good at any.

Which one you prefer?
The second!
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  #24 (permalink)  
Old 03-08-2004, 04:36 PM
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tough question. are you planning on having distinct NPCs, as BG2, or mindless drones, as in IWD seies?

with distinct characters it's easier to go with the fluid development thing because characters are distinct on their own, wheras a squad of units would usually be divided into jobs so that you don't have the whole "was faceless drone #4 specialising in juggling or was it trying to master level 3 priapism magic?"

on the whole, I'd say go for the stat-based option, and use the values, character levels, race, etc. to give the character access to new skills - for example, the character's level limits what healing spells you have access to, but the individual's healing stat score regulates how many they can cast, the success rate, the efficacy, and so on.
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  #25 (permalink)  
Old 03-09-2004, 01:02 AM
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I was thinking that at start you don't have any skills at all (not included fighting). For example, if you want to make items, you have to go talk to local smith and ask him to teach you. Then, after, let's say every 10 level, you have to go see him again. When you ask him teach you again, you gain access to some new skills, and so on.
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  #26 (permalink)  
Old 03-15-2004, 09:40 AM
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Here is races I thought to add in my game:
-Human
*Amazon (female only)
*Barbarian
-Elf
-Orc
-Half-Orc
-Half-Elf
-Goblin (not sure yet, but still in list)
-Dwarf
-Gnome
-Minotaur
-Vampire

In my opinion barbarian is race, not class, so I added it to list. I haven't decided more subraces, but if anyone have good idea, send it
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  #27 (permalink)  
Old 03-15-2004, 12:46 PM
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Halflings.
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  #28 (permalink)  
Old 03-15-2004, 04:21 PM
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maybe include vampire with other classes such as werewolf and so forth as additional options after selecting a race, giving unique penalties and bonuses on top of the standard racial variations?
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  #29 (permalink)  
Old 03-15-2004, 05:17 PM
Galuf the Dwarf's Avatar
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Quote:
Originally posted by Robnark
maybe include vampire with other classes such as werewolf and so forth as additional options after selecting a race, giving unique penalties and bonuses on top of the standard racial variations?
Well, according to various Forgotten Realms/D&D sources, lycanthropes and vampires are actually considered "templates." My knowledge of were-beasts/lycanthropes is greater than that of vampires, so I'll focus more on that, if you don't mind. Ahem...

From what I've known, lycanthropes have a certain alignment (Werewolves are Chaotic Evil, Weretigers and Wereboars are True Neutral, and Werebears are Lawful Good). Afflicted Lycantropes (those who were bitten by a were-beast and contracted lycanthropy) have a level adjustment of +1, while Natural Lycanthropes have +2, along with the animal form's Hit Dice along with any racial Hit Dice that the base race may have. There is more information on the Lycanthrope template in the FR accessory book "Races of Faerun."
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  #30 (permalink)  
Old 03-15-2004, 07:10 PM
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disclaimer: I have had no contact with D&D rules outside of computer games, and I feel strangely proud of the fact, and I neither know nor care what a template is.

I prefer a more fluid system when it comes to these additional variations. one character I'm working on is a former holy warrior who was vampirified and fled his order. now, he can either embrace vampirism, gaining kudos with the evil and undead but pissing off the holy dudes even more. he can fight the vampirism and gain holy powers by continuing to serve his god. alternatively, he can reject both and master his current skills and the more neutral arts of perforating other creatures with pointed bits of metal.

each path offers different bonuses and penalties. basically, I don't want your character to become a generic monster class, rather, these variations offer new ways to improve a character, albeit for a price.
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