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Author Topic: Cult - New Development Video (5-10-12)  (Read 114353 times)

Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #780 on: March 08, 2012, 07:44:47 pm »

*skims back*

Neonivek, could you elaborate a bit on that? How would magic as technology differ from a separation of magic and technology, in terms of game mechanics or the general effect on the world?
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Neonivek

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Re: Cult - Development Preview Videos Added
« Reply #781 on: March 08, 2012, 08:04:13 pm »

I'll elaborate a bit more on this later as I think it deserves a bit more thought.

But one of the major differences is for example: How would a talented and powerful individual from a near magicless society be different then a talented and powerful individual from a super magical society?

And what I am proposing mostly is that they would both be equally talented and equally potent. The difference however would be the resources and skills both could tap into. In a similar way that talented warriors from different societies would be just as "powerful" so to speak but would have entirely different abilities in which to tap into.

In terms of the world it would mean that magic is in it of itself a technology and thus it can be exchanged, taken, and researched. As well how a technologyless society would handle magic would be different then a advanced one (A stoneage society would not create a Academy for example almost no matter how magical they are)

So in both game mechanics and the world.
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nenjin

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Re: Cult - Development Preview Videos Added
« Reply #782 on: March 08, 2012, 08:12:07 pm »

So kind of like a combination of culture, technological advancement and magic, all thrown into the procedural mix? Where culture ultimately dictates technology level, which then dictates how magic is constructed.

That'd be cool. Kind of how like in Dominions 3 every culture has its own little system and preferences and classes of spellcasters directed at specific tasks. That's one thing that has kept me playing a lot of Dominions 3, and more than that, playing every race. Which is something I don't normally do because, hey, not every theme appeals to me. But when game play is interwoven with all the background details that make up a civilization, it's a big incentive to me to try stuff I normally wouldn't just based on the rule of cool.
« Last Edit: March 08, 2012, 08:34:42 pm by nenjin »
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Fniff

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Re: Cult - Development Preview Videos Added
« Reply #783 on: March 08, 2012, 08:32:47 pm »

Wow, that would be completely awesome.

Here is a question, though. Would attempting to cross technology and magic be disastrous or a good stratagem? I know you wish to avoid the Magic Vs Technology argument, but magic and technology are different and may react badly when mixed. Would it depend on the world's laws on magic or is  the law against magic and technology mixing going to be defined in the code itself?

Karlito

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Re: Cult - Development Preview Videos Added
« Reply #784 on: March 08, 2012, 08:56:34 pm »

I saw a one of your videos posted on /r/roguelikes, (odd that I'd see this on reddit before the B12 forums, but I don't check creative projects too often) and thought it looked promising. I'll be following the development from now on.
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Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #785 on: March 08, 2012, 09:36:39 pm »

@Karlito: Awesome, thanks for popping on in over here. This thread has pretty much been my main thinktank for Cult since I started putzing around with the idea a couple years ago. :)

As for magic and technology, those are some really interesting ideas. I like the thought of magics as a kind of acquirable technology. Although I think the natural course of events in that case would be that magical societies would mostly be stealing from other magical societies, and technocrats would be stealing from technocrats. The reason: a blueprint for a nuclear bomb won't do you much good if you don't know how to make a match. Likewise, super advanced magics wouldn't be much good for those who have no idea how to harness them effectively.

OTOH, stealing (or buying) the weapons themselves rather than the technology behind them would seem more reasonable. I could see a technologically primitive but magically adept society buying weapons or machinery from a technologically proficient culture and utilizing it that way.

Then again, there's something to be said for societies that can do some of both, a la Zeal from Chrono Trigger.
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Knight of Fools

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Re: Cult - Development Preview Videos Added
« Reply #786 on: March 08, 2012, 11:20:06 pm »

That's actually a pretty awesome idea, Neonivek.

Would magic be like a specialized skill, though, where only those who are trained in it will reap the most benefits? Or would magic be a thing that is created and could be used elsewhere? Or both?

For example, a master magician could develop a technique that allows him to kill an enemy effectively. This knowledge can be shared, traded, or extracted (Through torture or stealing a document), but only other magicians would be able to make use of it. Societies that aren't advanced in the field of magic, or aren't magically potent, wouldn't be able to make use of this technique.

Another way of looking at magic is the sorcery route, where magic is grounded in physical items. Examples could be machinations, spells that can be cast by reading or using them, or sources of power. This would make it more akin to an actual technology, with resources and creations that even people who don't understand the underlying mechanics can use.

Of course, I'm all for going both routes. I'm just throwing ideas out there in case Lord Dullard can use them. (Or callously cast my hopes and dreams to the ground, which is perfectly fine.)


...Have we had this discussion in this forum, before? It seems familiar.
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nenjin

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Re: Cult - Development Preview Videos Added
« Reply #787 on: March 09, 2012, 12:00:23 am »

Quote
Then again, there's something to be said for societies that can do some of both, a la Zeal from Chrono Trigger.

If you can actually find a way to generate interesting magical technology of that kind, the sky is pretty much the limit.

I think you have to start by looking at the function a thing will serve and working backwards from there, because in the end magic and technology can accomplish the same thing by vastly different means. So you'd first have to ask what a thing is supposed to do, then decide whether it's magical or technological. (Or both?)  That way you end up with a time-traveling floating fortress powered by either a) cold fusion and warp drives or b) a beast built into a machine and chained by runes of mystic power.

Heh. Went from Chrono Trigger to Evangelion almost.
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Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
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Antsan

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Re: Cult - Development Preview Videos Added
« Reply #788 on: March 09, 2012, 07:10:07 am »

Quote
As far as characters and death, I think there'll be a few options for players. The game will default to a save/reload system, since I think most people will be choosing that. There will be a hardcore mode available with permadeath, however.

Thank you, for this. It kills me that hardcore games like DF and Dungeon Crawl refuse to add this as a legitimate option. When I started writing up design docs for games I want to make, that was one of the first bullet points I put in. I like hardcore, but I want the option. And I hate juggling save files. And sometimes, you just want to see the next bloody area without having to go into autistic mode just to survive.

I think there are a lot of great hardcore/ironman games out there that many people never bother to fully explore, because they simply don't have the will/energy to die the requisite number of times to get there. It's a real problem to me when games are so demanding by design that half of people who play them never see more than 15% of the content.
I have to disagree. Roguelikes aren't made for the content, they are made for the rules. There is no save/load in Chess, there is no save/load in Go. Both are awesome games and at least Chess barely classifies as "hardcore". The same goes for any game that isn't on the computer and resetting to an earlier state isn't only to strike balance between different players but it's also in to allow the actual rules instead of the "content" to provide some sense of challenge. With save/load any game degenerates to brute force. It's obvious with almost any FPS - take out the story (which is not part of the game) and what remains is not a challenge but a series of retries. Your skill only determines how many retries you need.

Yes, roguelike philosophy forbids save/load, but not for historical reasons only but also and foremost because roguelikes aren't literature but they're games. There is no point in winning dungeon crawl when you beat it by brute force alone and there is no reason to introduce the more complex rules to you when you haven't mastered the easier rules enough to even get to the point where they are introduced.
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nenjin

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Re: Cult - Development Preview Videos Added
« Reply #789 on: March 09, 2012, 09:49:41 am »

Spoiler (click to show/hide)
« Last Edit: March 09, 2012, 09:55:26 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Antsan

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Re: Cult - Development Preview Videos Added
« Reply #790 on: March 09, 2012, 10:30:44 am »

Spoiler (click to show/hide)
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nenjin

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Re: Cult - Development Preview Videos Added
« Reply #791 on: March 09, 2012, 11:29:56 am »

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« Last Edit: March 09, 2012, 11:57:35 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Antsan

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Re: Cult - Development Preview Videos Added
« Reply #792 on: March 09, 2012, 12:16:38 pm »

Quote
You're still talking content and trying to make it into rules. If a Daemonspawn gets random mutations that let them do stuff, that's content. That's not the same as the game booting you out of the game and telling you to start over.
As long as something has an impact on what your choices are, it's a rule. Good games are based on rules that create meaningful choices throughout play. The mutations of demonspawns change what kind of choices you have, thus they're rules. Content is purely names, graphics, flavor text, sounds and supposed rules that don't influence how the game actually is played. Mutations are game changing, so they're rules.

Morrowind, Oblivion and Skyrim aren't games - they're a 3D gallery. That's fine, you can have those too. Just don't judge a game based on whether it holds your hand enough for you to experience all it's content.

Quote
So no, it's not like asking for teleportation in chess at all. And even if it was....I'm playing myself, so the only person dictating the rules that are completely within my power to control....is me.
Well, then modify the game! No one is stopping you, it's open source! It's not like they are really "forcing it down your throat". But save/load *is* part of a games design and including it is not a negligible change.
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Lord Dullard

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Re: Cult - Development Preview Videos Added
« Reply #793 on: March 09, 2012, 12:30:12 pm »

I suppose I am somewhat in between the two of you. There are times I enjoy permadeath (not that I actually enjoy dying and losing my character, mind - it's more that I enjoy being denied certain parts of a game's content and being forced to try harder to access them later). Sometimes, though, it annoys me or just seems gratuitous.

I think what I'd like to aim for in terms of a scale of difficulty is what you see in Gothic I and II. Very difficult if you go places you shouldn't, but with a save/reload system that allows you to take multiple tries at very tough enemies - some of whom will be tough enough that it's clear you'll need to wait until you're stronger to come back and try again, no matter what strategy you employ. Of course, I'd prefer to leave out the problem of Gothic's awful control scheme and combat glitches. But the first two games in that series came pretty close to delivering what I would consider the 'perfect' curve of difficulty that always kept you challenged, but also allowed you to go back and whomp enemies who were previously a huge problem for you. And I, for one, *hate* level scaled enemies - I'll probably try to avoid those as much as possible. I've always felt that level scaling (especially poorly implemented) takes away from the feeling of accomplishment you should get from becoming more powerful.

And again, a permadeath version will be available for those who'd like it. I know I would definitely run a character on that setting because there are times I love it.
« Last Edit: March 09, 2012, 12:38:14 pm by Lord Dullard »
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Knight of Fools

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Re: Cult - Development Preview Videos Added
« Reply #794 on: March 09, 2012, 12:39:42 pm »

More options is not a bad thing.
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