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Author Topic: Idea  (Read 14213 times)

spelguru

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Idea
« on: May 09, 2002, 11:08:00 am »

When I was checking the old forum a bit, I found a great idea. A city building game. And when you implement cities into armok (not those cubes) you could combine a city/civ with the city/civ building part. Load an universe with a new player and instead of traveling the player uses his/hers time in that universe to build or expand a village. Combine two good ideas and youŽll probably get a better idea!
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ThreeToe

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Re: Idea
« Reply #1 on: May 09, 2002, 01:30:00 pm »

It's been a while since we discused how the towns and empires should work.  It had to do with group entities and the focus of those entites on different things.  There are four releases between now and when T-man starts working on the towns.  But it's good to bring this stuff up again so we know what everyone wants BEFORE he starts working.

Now, are you talking about commanding people to build a bigger town, or just building little huts by yourself?

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Alanor

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Re: Idea
« Reply #2 on: May 09, 2002, 02:11:00 pm »

HUTS HUTS HUTS


!

The priests of armok need new temples!!!

*snapping the whip*

yon slaves work harder!
Or Armok shall taste thy blood this eve!

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Alanor
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spelguru

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Re: Idea
« Reply #3 on: May 10, 2002, 09:05:00 am »

Alanor, whips are not as effecient as capturing the slaves family. And threetoe, I ment like a sim city like view and you place building sites. Then some people go there and build the buildings, after collecting the resources. Like some kind of Settlers (youŽve played that?).
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spelguru

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Re: Idea
« Reply #4 on: May 10, 2002, 11:46:00 am »

And Alanor, do you really prefer huts over a huge, well built stone city? You know, huts are more easy to burn down than a stone house.
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Demon

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Re: Idea
« Reply #5 on: May 10, 2002, 11:51:00 am »

Obviouisly thats so when the peasents revolt we can burn their housing down!
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spelguru

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Re: Idea
« Reply #6 on: May 10, 2002, 12:01:00 pm »

A read in the future section about magic and planar travel. If possible, you could create 2 universes (can play in either of them) and then the PC can create a portal between those universes. Imagine a legion of swordwielding,heavily armored super diciplined soldiers march through a portal into a stoneage world to start an empire. Or maybe they walk into a world ruled by superintelligent behemoths. Think of it, interuniversal travel!
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ThreeToe

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Re: Idea
« Reply #7 on: May 10, 2002, 12:50:00 pm »

Yes, we diffinitly all agreed on universe travel... but here's a better idea- How about traveling to other universes you saved in the same directory?

As for Settler's- I have played that game.  But I think it would be better to give your minions commands instead of useing a "God-mode" or overhead view.  You might want to point stuff out on the travel map, but nothing more...

Armok is suppose to be like a really beefed-up super-Rogue-like game.  If we make lot's of Sim-City/Sid Meyer's Civization type stuff you lose the individual hero-legend which is Armok's version of score.

But I could be wrong!  I want you to convince me why you should control city-building and army-battles directly!  Bring it on!

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spelguru

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Re: Idea
« Reply #8 on: May 10, 2002, 02:17:00 pm »

Well... guess youŽre right. But, in battles, the PC can be a telepath or something like that and every group of soldiers got another telepath. Then you and the other telepaths talk directly in your minds. And enemy telepaths might listen in on those messages and gain access to your battle plan. And in the citybuilding part, you can have a map drawn by your minions and then you can mark on that map what should be built. And enemy spies could steal those plans to plan invasions since they then have a complete map of the city. The possibilities are infinite.
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spelguru

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Re: Idea
« Reply #9 on: May 10, 2002, 02:24:00 pm »

And I just realized something: Screw Settlers! The cities you build there are to unreal. There are to much space between buildings so, citybuilding maybe should stay at giving orders to minions.

BUT!!! If you are really rich or powerful in the game you should be able to get to hire an architect to design a house for you. You tell what you want and the architect (CPU) makes an design. Or your job could be architecture. You make the houses!

As you can see I am an infinite source of bad-average ideas  :D .

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spelguru

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Re: Idea
« Reply #10 on: May 13, 2002, 05:57:00 am »

When the game is finished, the computer decides what happens in the part between two different PCs, right? That could be used in midgame.

Say that a powerful sorcerer comes along, does some really evil stuff (like slaying an entire city and feeding their corpses to wolves) and later says to basicly almost every priest/bishop/pope that he meets that he will return when (some condition) sky rains fire and people rises from their graves.

Then in a remote location he creates a spell that puts him in a magical sleep for, say... 1000 years and when he wake up, there will rain meteors for an hour or so and 1/10 of every dead wakes up and go on killing sprees.

In the meantime the player could either just choose to let those 1000 years get decided by the comp or he could start another PC and run around. You could become the pope and make everyone remember/ignore
what the wizard said.

Then when there is not enough time left to have a PC live a full life (100-150 years, depends on species) or if there is just a few more years left before the return of said wizard, the PCs currently alive get heartattacks (hahaha) and no more PCs could be created until the wizard is dead.

Then you could perhaps see some cute little movie of burning towns and undead eating people.

And finally you can control the wizard again and plan to slay another village or such all over again.

Also, if a PC finds the sleeping wizard and kills him (must fight a couple of houndred golems/deamons/undead first, then bring proof of this to the pope (or whatever the highest entity is), everybody would be really happy about this and give him power, riches and all that.

Then you have three things:
1. The ability to become a hero.
2. The ability to save a character for an later stage (think about that evil wizard waking up in a star trek/wars like world and be blasted to a million pieces) when more kingdoms have come to existence or when a few empires have grown larger.
3. A way to create prophecies.

If the player chooses, he could also enter some events that will happen in the future, and then tell everybody about it or how to stop it. Then you can become a seer.

Post something about this since I donŽt like the idea of writing all this for nothing!

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spelguru

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Re: Idea
« Reply #11 on: May 13, 2002, 06:02:00 am »

And just to have more fun after the wizard wakes up, the comp would control him!

Then you have a superpowerful, evil as hell badass wizard roaming the world and the PC could do a "Supa GoodyGoody Hero" and slay that wizard to become the new emperor, get some cash rewards or to impress the ladies.

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Toady One

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Re: Idea
« Reply #12 on: May 13, 2002, 10:14:00 am »

It would be great to have something like this -- instead of just retiring characters to mess up the world for your future characters, you can retire characters to have them mess up the world for characters several generations later :)  Maybe you could set up the character to return only if somebody performs a certain ritual...  then you could make it a goal of your future games to bring back your old character (only to become his or her servant).

I think setting up actual prophecies is one of the hardest parts.  I can't really think about that until I have the plot generator set up.  Then maybe I can use the plot generator to set non-player prophecies up (prophecies might involve forcing certain plot events -- to make the prophecy come true).  Getting other creatures to realize that the player is setting up a prophecy would also be pretty hard.  Getting them to realize that the prophecy has been broken might be harder, unless I can co-opt the regular prophecy system for player prophecies.  Then the same detection mechanisms can be used.

Retiring characters is an important notion -- if your character becomes a king, you could retire and let your future characters serve under that king, or try to overthrow him or her.  Or just set the game forward 100 years.  That's simple enough.  Semi-retiring a character mid-game to be brought back and played later would be a little trickier, but not by a lot...  hmmmm...  if you set up a bunch of characters like that in states of suspension it might get weird.  I guess it might be up to the players to show some restraint in prophesizing their own return.

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ThreeToe

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Re: Idea
« Reply #13 on: May 13, 2002, 07:37:00 pm »

I like all these ideas- King Arthur-esque.  Retire to the throne, become one of the knights, then when things get exciting on the kingdom level- return as Arthur.

Maybe, (to make it easier to program???) you should be able to retire at any time- the PC becomes an NPC.  Then you have the option to return as any NPC you want.  Personally I think it should only be NPCs you have played.  Otherwize what's the point of score/legend(my favorate part).

Retired PCs should tend to be inactive so they don't acomplish to much without your help and give you to much credit.  Your new carrer as an NPC should take into account your position in life: king, peasent, beggar etc.  And your reputation thus far - active, cowardly, popular or evil.  Also your basic stats like: intelligence and health.  When it's done the computer can map out your life until a new PC is born and you become an NPC, or you take over your old life again.

If you retire in the woods without a job:  you are a "Wanderer"

If you retire in a town without a job you can end up: a "Criminal" or "Beggar"

Any time you retire with an job, or property, or Title, or even just a little money:  you get the range from peasant to King, moving up and down the list according to your stats and other evironmental factors.

Here's another idea to make it harder to come out of retirement... Your present PC must search out and meet the retired character, and convince him/her to come out of retirement- even if they started halfway around the world.

While I'm ranting on I might as well say I'm for the Idea of fleshing out universes as you go along, meaning you should start close to where one of you last characters did- this way you get the feeling of continual discovery.  If you start in a different place every time- with the size of these worlds- you will never see the same place twice.  The only exception to this rule should be when you play a different species.

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spelguru

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Re: Idea
« Reply #14 on: May 14, 2002, 10:15:00 am »

I didnŽt mean retirerment but that too, should be a posibility. What I meant was that a character just goes to sleep for some decades then returns to the players control.

When the magic part is finished, will there be some cool summons or golem-creation spells?

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