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Author Topic: Melding Game Modes  (Read 1131 times)

Idiom

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Melding Game Modes
« on: July 11, 2008, 09:39:39 pm »

Adventure Mode + Fortress Mode = ?

There is simply a "play" option. No specific mode. You pick your "Avatar" (name, race, skills, etc). Added is a bit of a 'difficulty slider' to set starting affluence/power/riches. Pick someone powerful enough to convince the king to send a colonizing expedition. Or fund your own. Or just get a band of drunks, raid a local town for supplies, and wander off into the wild. There is a "Fund a Fortress now!" option with the existing adventure mode "Play now!" list.

You are no longer a specific Urist, nor an invisible influence. You start as a specific Urist, but can jump to others under your power as well. Or jump out of turn based into real time controlling the group under your power, like in fortress mode.

Playing as a dwarf in fortress mode like in adventure mode, and controlling your marauding band like in fortress mode combined into one uniting game mode, to make play completely seamless between game modes. I suppose it would make DF more of a "God game". I hope I explained my idea clearly. I suppose this needs the "adventure mode skills" on the to-do list.

 :D Make some legendary characters of insane solo deeds, then with one band the retired together to go off and create their own utopia, which fails miserably, and you continue the saga as Guerilla Burialgears himself to try again.
« Last Edit: July 11, 2008, 09:53:37 pm by Idiom »
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Skizelo

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Re: Melding Game Modes
« Reply #1 on: July 11, 2008, 10:19:17 pm »

Well, it's a stated aim to allow you to zoom in as one of the defenders in fortress mode, and also to greatly expand what you can do in adventure mode (build stuff and influence people, mostly), so the two are moving towards one another.
But, not to sound like a futuristic version of people who hated the shift from 2D, I can see it being a hassle, at least in going from adventurer to fortress. You'd have to make six friends (of useful skills), and then find and seduce the king, and then buy an awful lot of stuff, and then travel the world, searching for a decent location, and then you get to become the ethereal fortress leader. If you've not been fed to wolves on the way over.
Not that I'm against big thinking, I just think Toady should leave the backdoor open for people who just want to get dug in.
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Idiom

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Re: Melding Game Modes
« Reply #2 on: July 11, 2008, 10:26:19 pm »

Quote
I can see it being a hassle
Note I said:
Quote
There is a "Fund a Fortress now!" option with the existing adventure mode "Play now!" list.

The option to shift from one mode to the other without ever ending a game is what I want possible, if I'm to sum this up as best I can.

Quote
then you get to become the ethereal fortress leader.
Or you just hit a button to swap to the fort mode menus from the adv mode menus and be the ethereal anywhere. Kill the guards, assimilate peasants, and hijack a town if you wanted.
« Last Edit: July 11, 2008, 10:29:07 pm by Idiom »
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Skizelo

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Re: Melding Game Modes
« Reply #3 on: July 11, 2008, 10:45:10 pm »

Whoops, I was skimming.
Mea Culpa?
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BurnedToast

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Re: Melding Game Modes
« Reply #4 on: July 11, 2008, 10:54:02 pm »

This is a really interesting idea, combined with your 'fund fortress now' option so you could start fortress mode just like you can now (for when you don't feel like jumping through hoops) I think it would be a great addition.

The help file for adventure mode says something about not thinking about it like playing an adventurer, but that you are playing your whole civilization. This would, imo, add quite a bit to that - after enough quests or whatever you are appointed to start and rule a new fortress! hooray! Combined with the ability for your fortress to conquer other parts of the world (which if I am not mistaken is part of the armies arc) you could go from town drunk to baron of your fortress to ruler of the whole world which is a nice thought.
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bigmcstrongmuscle

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Re: Melding Game Modes
« Reply #5 on: July 11, 2008, 10:56:34 pm »

It would certainly be interesting trying to get the caravan safely there past all the GCS's, chasm trolls, zombie carp, and miscellaneous grues. But this would need to wait for about a dozen other arcs, like Armies, Caravans, Factions, Adventurer Skills, Bustling Towns and of course, whichever one will make your fortress not explode after you leave.
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perilisk

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Re: Melding Game Modes
« Reply #6 on: July 11, 2008, 11:39:02 pm »

I'm hoping that you will be able to "create" adventurers that already exist in the world, with families and world-gen backstories and so on. Manage a fort for a while, so that a lot of kids are born, and maybe some have an adventurous streak. Once they grow up, retire from managing the fort and take over one to go on adventures. Then settle the adventurer in the fort again as a big name hero and start managing again.
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Joseph Miles

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Re: Melding Game Modes
« Reply #7 on: July 11, 2008, 11:54:18 pm »

I think we should start with the "Adventurer hideout/fort" work off that first. Like the idea though.
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Areyar

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Re: Melding Game Modes
« Reply #8 on: July 12, 2008, 01:52:27 pm »

I'd love it to have my dwarves emigrate in stead of murderous/morose when they find they don't like living in hell.
These could be the startingpoint of adventurers.
What about the armies we are going to be sending away to other sites?
I'm having trouble even getting a militia together.
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