A commit to save my soul as I'm going to fuck up things a bit...

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Song Minjae
2017-04-30 21:26:20 +09:00
parent 9a819ffec3
commit 4a6effff96
7 changed files with 508 additions and 182 deletions

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## Friendlier version of Dwarf Fortress Adventure mode
- Yet lots of !!fun!! (wat that double exclamation mark!)
- You can build your own hamlet (Dwarf "Fortress" reference)
- You die, you lose "you"; the world will be there, some of your possession will be on the ground, but you got to start over by making new character from scratch
- Unless you have built Resurrection Shrine, which you won't going to easily build it
- Genre: Adventure, Open world (towns in RPG, building, town managing (conquer existing one or
you build one and persuade existing people to move in) -> See Dwarf Fortress and Animal Crossing)
* Adventure: adventure this vast—5,5 km wide—world, discover new (and good/horrible) things
* Open world:
- Building: building your own houses, structures, etc.
- Town managing:
1. Build your own little hamlet and manage it
or-
2. Conquer existing one and become a ruler
The town is a special hamlet that can be tailored for your taste
- Survival:
mobs will trying to attack your assets (yourself, your hamlet, your people)
## Side view
## Interact menu w/ mouse right
## User experience
* Indicative mouse cursor
## Game mechanics
* 24 pixels == 1 metre
## Purpose of the game
* Boss
- Will be mentioned/shown as absolute _evil_.
- But actually is not.
* Theme
- Is an evil really really is what we think?
- Is there a thing as 'absolute evil'?
* Boss character
- From debugger character
- Name key: "Sigriðr hinn Dróttningin" (can be changed)
* Little setting
- A ruler, hated by people
* Mechanics
- Beating boss does not ends the game, but grants an ability to
create new character as it.
...We need to re-think about it. —Torvald, 2017-04-30

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(Warning — this article refers Extra Credits bit too much...)
## CHALLENGING, NOT PUNISHING
https://www.youtube.com/watch?v=ea6UuRTjkKs
1. CONSISTENT RULES
- No arbitrary unstoppable death
2. Player's skill involved
- Can play around, not restart
3. Usability of in-game tools
- Players should be able to 'regret' their strategy and adjust.
4. Comfortable control
5. Make players overcome the challenge, not defeating them
6. Let players have "aha" moment when they failed.
- Make them hungry to retry with new strategies.
- Some small things they've could done differently
- e.g. "One-big-hit didn't worked, may I should've picked up high DPS one"
## MORE DEPTH, LESS COMPLEXITY
https://www.youtube.com/watch?v=jVL4st0blGU
1. Memorise less!
- Less burden to, even starting the game
- Start with gentle learning curve, getting slowly steep
- Intuitive UX (UI, control, ...)
- Good tutorial = lessens complexity
2. Intuitive!
3. Calculations per second
- reduce!
4. Players have to know everything to even begin the play ### FAIL (irreducible complexity)
- Make them get familiar with rules of the game
- Dwarf Fortress failed this!
## Lots of things players can play with (aka don't make them bored)
- Combat, battle, building, mechanics, adventure, dungeon explore, spelunking
- Not scaled; easy combat, tough combat, tedious combat, etc.
## Achieving perfect imbalance
https://www.youtube.com/watch?v=e31OSVZF77w
- Make sure no matter how you skilled, your playable character cannot be good at everything
- Give players __wide pool of options__ to solve problem
(kill the boss, defend their adobe, fast transportation, etc.)
**_What feeling do you want to convey?_**
## Always think WHY you want to add _something_ on the game
- e.g. Why are you adding RPG leveling system? What it would do to the players? How would they play with?
See also: *HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS*