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Author Topic: Throwaway ideas, intersesting mechanics you would like to see, in general!  (Read 2012 times)

Meurlorg

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Hello everyone, I would like to share with you a interesting mechanic to add, perhaps in the future.
Everyone in the community, I dare say, share a love n hate relationship with dwarf fortress.
 The newb storing away his shiny new pick for a rusted sword in adventurer mode or
a wayward veteran tirelessly mining away within fortress mode like some social pariah with inherent masochistic tendencies.

I, for one, like many, if not all upcoming inductee, who so unfortunately
discovered a forbidden treasure like the poor misunderstood golum, enjoy the casual if not rustic atmosphere of adventurer mode despite finagling with fortress-mode's rage inducing yet satisfying mechanics, not that adventurer mode is lacking in that aspect, anyway I'm getting off topic.

My idea at its most concise description is simple "new game plus for adventurer mode" this means
that a character can go through several if not a multitude of scenarios that would (a.) allow them
to return to the world after death or (b.) travel to another world altogether!

Now here is the bread n butter of it all, I am a avid fan of xianxia which goes to show my need to
feel empowered in some form of medium, now the basic idea of a xianxia is a immortal hero but
he or she doesn't start out this way, n fact their origins is often mediocre at best n its only through a stroke of fortune that they discover something that changes their life, sending them into the path of a immortal hero.

Through countless tribulation the immortal hero discovers the inherent truths of their reality, using that knowledge for their own benefit, this can take the form of laws that govern the heavenly body n through the manipulation of this law, they enact earth shattering feats if not outright heaven defying.

Anyway xianxia gave me the idea in how to incorporate (b.) basically a adventurer can gain insights into the laws by doing any ordinary task, n the task enacted shape the laws learn, basically repetition, for example, let say you butcher a hundred animals, by doing this you gain insights into the laws of butchering(light) but if you continue to butcher animals, lets say to a thousand, you gain further insight into butchering(light) turning it into butchering(medium) n if you go even further into that, lets say ten thousands, you obtain a tribulation that can take many shapes base on the law that allowed it to spawn in the first place yet n essence its trying its very best to murder you, completing it would allow you to become in essence a god/goddess of butchering(heavy), accomplishing this would allow the adventurer to gain a very special option n that is to either destroy the world n make it into their own image meaning the new world generated may spawn a special quality pertaining to the laws you gain, n this case butchering which could make the world, let say, spawn a increased amount of meat obtain from butchering, the other option
foregoes the destruction of the world n simply allows you to keep your character data n transfer into a newly generated world n essence new game plus.

The second part is (a.) haven't though much about this but basically it would allow the player to revive from death as to how that could be accomplish n in what way it would take shape, I haven't thought that far into it but it would have to be something seamless that would fit into the randomly generated
worlds lore instead of something ludicrous like phoenix down.

« Last Edit: August 28, 2016, 09:25:27 pm by Meurlorg »
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Re: NEW GAME PLUS, how would you implement it in adventure mode?
« Reply #1 on: August 23, 2016, 09:45:27 am »

There is a resurrection mechanic that modders can use for coming back from the dead, though you can already continue on same world with a different character natively.

Continuing in a different world...Maybe copy adventurer's preferences and values, create adventurer of said race in another world, set values and preferences to what they were in previous, create items what they were carrying and assume control? Wouldn't keep kills or wounds, though.

So yeah. Partly implemented, just have to tie together.

Meurlorg

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Re: NEW GAME PLUS, how would you implement it in adventure mode?
« Reply #2 on: August 23, 2016, 09:47:34 am »

There is a resurrection mechanic that modders can use for coming back from the dead, though you can already continue on same world with a different character natively.

Continuing in a different world...Maybe copy adventurer's preferences and values, create adventurer of said race in another world, set values and preferences to what they were in previous, create items what they were carrying and assume control? Wouldn't keep kills or wounds, though.

So yeah. Partly implemented, just have to tie together.
Basically a clone... Interesting workaround though... It would be funny if their could be a clone bio that alludes to it within the personality filters... Maybe a shorter life spans in game, prone to fits of seizure, even berserk rage at times triggered by various factor related to the original that the clone somehow comes in contact with etc...

Its not about how its done now but how you as a individual would like it done, anyway what I wrote above was a drawn out n long winded wish fulfillment fantasy with unnecessary bits of information along with how I would like it to be implemented in a way I thought would further immerse me in the game, along that line of thought how would you implement it to further immerse you.
« Last Edit: August 24, 2016, 08:14:32 pm by Meurlorg »
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Dozebôm Lolumzalěs

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Re: NEW GAME PLUS, how would you implement it in adventure mode?
« Reply #3 on: August 24, 2016, 08:52:18 am »

sounds like a suggestion

so move it there

please
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Sizik

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Re: NEW GAME PLUS, how would you implement it in adventure mode?
« Reply #4 on: August 24, 2016, 09:45:56 am »

Challenge accepted!

Hello everyone, I would like to share with you a interesting mechanic to add, perhaps in the future.
Everyone in the community, I dare say, share a love n hate relationship with dwarf fortress.
 The newb storing away his shiny new pick for a rusted sword in adventurer mode or
a wayward veteran tirelessly mining away within fortress mode like some social pariah with inherent masochistic tendencies.

I, for one, like many, if not all upcoming inductee, who so unfortunately
discovered a forbidden treasure like the poor misunderstood golum, enjoy the casual if not rustic atmosphere of adventurer mode despite finagling with fortress-mode's rage inducing yet satisfying mechanics, not that adventurer mode is lacking in that aspect, anyway I'm getting off topic.

My idea at its most concise description is simple "new game plus for adventurer mode" this means
that a character can go through several if not a multitude of scenarios that would (a.) allow them
to return to the world after death or (b.) travel to another world altogether!

Now here is the bread n butter of it all, I am a avid fan of xianxia which goes to show my need to
feel empowered in some form of medium, now the basic idea of a xianxia is a immortal hero but
he or she doesn't start out this way, n fact their origins is often mediocre at best n its only through a stroke of fortune that they discover something that changes their life, sending them into the path of a immortal hero.

Through countless tribulation the immortal hero discovers the inherent truths of their reality, using that knowledge for their own benefit, this can take the form of laws that govern the heavenly body n through the manipulation of this law, they enact earth shattering feats if not outright heaven defying.

Anyway xianxia gave me the idea in how to incorporate (b.) basically a adventurer can gain insights into the laws by doing any ordinary task, n the task enacted shape the laws learn, basically repetition, for example, let say you butcher a hundred animals, by doing this you gain insights into the laws of butchering(light) but if you continue to butcher animals, lets say to a thousand, you gain further insight into butchering(light) turning it into butchering(medium) n if you go even further into that, lets say ten thousands, you obtain a tribulation that can take many shapes base on the law that allowed it to spawn in the first place yet n essence its trying its very best to murder you, completing it would allow you to become in essence a god/goddess of butchering(heavy), accomplishing this would allow the adventurer to gain a very special option n that is to either destroy the world n make it into their own image meaning the new world generated may spawn a special quality pertaining to the laws you gain, n this case butchering which could make the world, let say, spawn a increased amount of meat obtain from butchering, the other option
foregoes the destruction of the world n simply allows you to keep your character data n transfer into a newly generated world n essence new game plus.

The second part is (a.) haven't though much about this but basically it would allow the player to revive from death as to how that could be accomplish n in what way it would take shape, I haven't thought that far into it but it would have to be something seamless that would fit into the randomly generated
worlds lore instead of something ludicrous like phoenix down.

Removed code tags for readability.
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Meurlorg

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Re: NEW GAME PLUS, how would you implement it in adventure mode?
« Reply #5 on: August 24, 2016, 07:36:42 pm »

thanks, that does make it more readable, as for putting it in suggestion, its not that I don't want to, now that you mentioned it, its just that I feel like its incomplete, just a amalgamation of ideas n concepts, unworthy, basically its only a suggestion if you want to suggest it, on the offhand if you want to talk about ideas that's a whole another matter n another thing I don't think the ideas presented are incomplete as far as I am concern meaning it doesn't deserve to be suggested, only to be picked clean for inspiration like ouroboros meaning if I put an idea here n someone is inspired by it then they type their own incomplete idea here n someone else is inspired by that idea n so on until one of those birthed ideas inspires me to write another idea n so forth into eternity or at least until the apocalypse happen, god be willing(lolz).

Now that I think about it, its fairly similar to say skills n skill-points along with exp accumulation, just rewording it in a sense, what makes it different is a end goal, a reason to farm those skills beside simply increasing your survivability.

Further expansion on the idea above, what I want is a randomly generated law(skill) that you can pick up, maybe it doesn't have to add a new n different skill but simply give the core skills that are already within the game randomly generated names that more or less fit... N maybe just to touch up to those core skills add the chance to spawn a random effect when a skill is learn or expanded on(expertise increase via exp) meaning you get better at it, for example: you learn mining(a core skill) but base on your stats n personality n other factors like lore of the generated world basically its history etc..(maybe incorporate the additional effect within the skill name generation)  You might gain an additional effect like, let say, the an effect to increase your exp accumulation in mining or just give you a chance at obtaining random loot when you mine but this is not to say its the default, meaning you might just get a unique name with nothing additional most of the time... Some might even argue that this will make skills more confusing but I say it adds flavor which in turn expands possibilities, we already have it where names of locations n other stuff of importance are concern and perhaps if it is indeed confusing then why not make it possible to see what core skill its base on in parenthesis beside the newly generated named skill(law).

So this is a throwaway discussion of things you want in dwarf fortress but don't feel like suggesting for the moment... On a side note I think I'll just keep adding junk ideas here along with anyone else who feels like it, nothing too serious if you don't want it to be, you know.
« Last Edit: August 24, 2016, 08:29:43 pm by Meurlorg »
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Meurlorg

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Re: NEW GAME PLUS, how would you implement it n other throwaway ideas!
« Reply #6 on: August 28, 2016, 02:41:10 am »

I have a question base on the answer, this idea may or may not lack relevance!

The question is, how far does combat feedback occur?

I know for a fact that weapons n tools wear down over time, along with armor n clothes n whatnot. The idea is to further flesh out that feedback loop, you receive when any action is enacted, thus far my experience within adventure mode lacked... I cant quite word it but I can give an example!

When I interact with something, usually attacking it with my fist or some other tools at hand, the feedback is along the lines of either outright missing or at the extreme, dismembering god knows what to god knows where! Yet I have never seen/read anything that relayed, what happen to the tools you use n your body within the text log, that provide rather morbid if not somewhat entertaining details of what you did to something. For example if I were to use my fist, I could dislocated or outright break bones in the act of using it as a weapon, n depending on various variables like muscles n bones for a start, along with the thing I attempted to punch etc... I have never seen any text that provided such feedback on this subject within the log, I mean when you kill something you read how much damage you dished out but it never relays within the log, the effect of the collision between both party, in this case, the thing you killed n the thing you used to kill it along with the thing connected to the thing you used to kill it.

« Last Edit: August 28, 2016, 02:48:27 am by Meurlorg »
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Meurlorg

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Re: NEW GAME PLUS, how would you implement it n other throwaway ideas!
« Reply #7 on: August 28, 2016, 09:12:53 pm »

After further thought the above post, might be confusing so instead I will describe a scenario along with what would be a great addition to it!

You guys have seen the meme or comic depicting an adventurer killing a dragon with a single thrown rock.... Translating that to dwarf fortress combat txt, it would lack a description where it illiterate the effect of the adventurer's desperate/lucky throw on himself, in this case tearing his muscles an dislocating his elbow due to using strength beyond his means, basically this is what the txt log depicting combat is missing, an what I would want added for further immersion, it doesn't have to be this specific example, it would just be nice to get extra input along that line, I mean you read elaborate descriptions of the mayhem you cause, why not describe the effects of enacting said mayhem, on your person. 
« Last Edit: August 28, 2016, 09:22:50 pm by Meurlorg »
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Yeah, feedback on health is missing. Still, dislocating your arm...Maybe with a rock, but it begs disbelief to dislocate your arm when you behead a bronze colossus with a fluffy wrambler.

Meurlorg

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I am not familiar with this fluffy rambler n bronze colossus,you speak off, but they sound rather chummy, which goes to show, anything goes in dwarf fortress(at least I hope) until you tear your arms off, within the throes of passion n in this case fluffy rambler n bronze colossus, does the job of one arm.
« Last Edit: August 29, 2016, 06:45:32 am by Meurlorg »
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LMeire

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I am not familiar with this fluffy rambler n bronze colossus,you speak off, but they sound rather chummy, which goes to show, anything goes in dwarf fortress(at least I hope) until you tear your arms off, within the throes of passion n in this case fluffy rambler n bronze colossus, does the job of one arm.

Semi-famous story from a few years ago. It's about somebody collecting fluffy wamblers to sell in town when suddenly a bronze colossus shows up and charges them. The poor guy tried to run away but the thing kept gaining on him so he was forced to throw all his gear at his pursuer both to lose the carry-weight and to maybe slow it down with an injury. The only thing the hit the mark was a live fluffy wambler- which mind you, is a type of vermin and thus weighs next to nothing- that hit the colossus square in the face and knocked off his entire head.

The screenshot used to be one of the first hits for "dwarf fortress" in google images, but I guess the image host deleted it or something.
« Last Edit: August 29, 2016, 07:41:55 am by LMeire »
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Meurlorg

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It makes you wonder what demented god would make it possible(joking). I mean that, that can happen, makes the game worthwhile and you know what they say, real life is stranger than fiction and dwarf fortress is one giant dig for dwarf kind....
« Last Edit: August 29, 2016, 07:56:17 pm by Meurlorg »
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Meurlorg

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Re: Throwaway ideas, intersesting mechanics you would like to see, in general!
« Reply #12 on: September 01, 2016, 09:09:03 am »

I have more or less been able to, sort of play adventure mode but I never really do anything besides kill things in their n I always get lost... So I started dabbling with fortress mode for a change of pace, I even got the controls down somewhat but I always have a problem starting up n designating work, each n every time, I have my dwarfs flatten a up n down ramp or build a wall, their is always some unforeseen blockage despite being able to underline the specific task... So with that said, why not calculate said blockage that would prevent your dwarf from building something from being build an actually prevent it from being build instead of allowing you to underline it n later finding out that your dwarf ignore/forgot/cancelled etc... always cause me to end a fortress mode less than ten minutes to half n hour in frustration across multiple attempted session... of course I could build a single part of one thing at a time for example build 1/10 of ten wide wall just to make sure but even with this you can run into a blockage 6/10 of the wall through..
« Last Edit: September 01, 2016, 09:17:12 am by Meurlorg »
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Re: Throwaway ideas, intersesting mechanics you would like to see, in general!
« Reply #13 on: September 01, 2016, 11:23:20 am »

Frequently you want there to be blockages to control enemy pathing, though. For building walls, build them EW or NS first so your corners don't get blocked. Alternatively, designate corners for building last?

For ramps, they provide shorter path, but the adjacent wall requirement does make it better to use stairs at times.

Meurlorg

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Re: Throwaway ideas, intersesting mechanics you would like to see, in general!
« Reply #14 on: September 02, 2016, 02:37:50 am »

I'll keep those suggestion in mind the next time I attempt to build fortifications...

Usually I try but never succeed in completely clearing n area to build on, on the designation command you can remove/flatten natural ramps at least the upward slopes but for some reason my dwarfs never do it n they just ignore it, unfortunately the recent map I embarked on has a ton of this natural ramps, especially the downward slope, you cant seem to do anything to.

I don't know if I quite understood what you said but do you need a stairs for every natural up ramp you want to remove?
« Last Edit: September 02, 2016, 02:46:54 am by Meurlorg »
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