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Author Topic: Crime Focused Roguelike  (Read 97432 times)

Kusgnos

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Re: Crime Focused Roguelike
« Reply #75 on: August 29, 2010, 08:01:39 pm »

Maybe it's a bit too much for now, but I was thinking that there could be several descriptors for each 'level' of an attribute, so it isn't always the same description, and would automatically spice up character descriptions a bit. Example follows.

MUSCLE

Very low: Bob looks extremely feeble. // Bob looks pathetically weak.
low: Bob is scrawny, and his arms lack muscle. // Bob is thinly-built and looks feeble.
below average: Bob doesn't look very strong. // Bob looks somewhat weak.
average: Bob is of average strength.
above average: Bob looks kind of strong. // Bob seems to be somewhat strong.
high: Bob looks fairly strong. // Bob appears somewhat muscular.
very high: Bob has noticeably muscular arms. // Bob is well-built and looks tough.
extremely high: Bob looks extremely muscular. // Bob appears ridiculously tough.

Something like that.

How much are we in agreement with what type of attributes to use?

Quote
Muscle - determines physical damage, how much character could carry
Constitution - Resistance to illness, poison, fatigue
Coordination - determines accuracy, things like lockpicking
Intelligence - intelligence based skills, hiding your trails
Charisma - making people like you, all that
Willpower - whether your character could weather non-physical stress, especially if the game implements that status-type idea with concern/worry/fear
Perception - helps you notice things that you might normally miss (sounds and details)

Would these be alright, or should we remove some? Add some?
« Last Edit: August 29, 2010, 08:03:31 pm by Kusgnos »
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Funk

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Re: Crime Focused Roguelike
« Reply #76 on: August 29, 2010, 08:03:11 pm »

More than anything being proficient should come from better equipment. No matter how good you are with a pistol, you really can't beat 2 or more cops in a firefight.
well yes if you just fight in the open you die,but as thay say divide and conquer.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Yodamaster

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Re: Crime Focused Roguelike
« Reply #77 on: August 29, 2010, 08:16:57 pm »

More than anything being proficient should come from better equipment. No matter how good you are with a pistol, you really can't beat 2 or more cops in a firefight.
well yes if you just fight in the open you die,but as thay say divide and conquer.

By all means intelligence should be rewarded, but I'm talking about like in SC:C you could just shoot 5 guys with assault rifles in the head (not even using the execution feature) before they could do anything to stop you.
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rawr359

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Re: Crime Focused Roguelike
« Reply #78 on: August 29, 2010, 08:17:13 pm »

I like Kusgnos' idea, but with more flavor.

Bob looks like a toothpick.

Bob appears to be wearing a cartoonish muscle suit... he's not.
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x2yzh9

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Re: Crime Focused Roguelike
« Reply #79 on: August 29, 2010, 08:18:39 pm »

Yes, okay. So let's say we all get together tomorrow at say 7 P.M. Central Standard Time(UTC -06, GMT -05) and we decide who's going to program, who's going to work on art, and have a list of who's going to work on what for the first alpha and do it in a organized order. If no one sets up another piratepad we'll just use detrevini's. Sound good?

Itnetlolor

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Re: Crime Focused Roguelike
« Reply #80 on: August 29, 2010, 08:19:18 pm »

I like Kusgnos' idea, but with more flavor.

Bob looks like a toothpick.

Bob appears to be wearing a cartoonish muscle suit... he's not.
Those descriptions sound more entertaining. And it could suit the personality of the game too.

cappstv

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Re: Crime Focused Roguelike
« Reply #81 on: August 29, 2010, 08:21:54 pm »

i want to work on getting the list of the drugs that are going to be in this game done. I will try everyone to see what effects they have on my body for realism when we code them in the game.
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The French were adept of the "Losing is Fun" philosophy long before Dwarf Fortress.

Yodamaster

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Re: Crime Focused Roguelike
« Reply #82 on: August 29, 2010, 08:25:32 pm »

i want to work on getting the list of the drugs that are going to be in this game done. I will try everyone to see what effects they have on my body for realism when we code them in the game.

Sounds good. I'll compile the list of actions we can perform upon corpses, animals, and babies.
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Saint

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Re: Crime Focused Roguelike
« Reply #83 on: August 29, 2010, 08:32:46 pm »

  Saint is posting in this thread to bring you an important news update.
Too bad that important news update just got lost while I was eating this delicious taco I made for dinner.
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You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

rawr359

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Re: Crime Focused Roguelike
« Reply #84 on: August 29, 2010, 08:36:42 pm »

I'll be there... I think. Even though I'm not really doing anything :)

What time is that Pacific Standard Time?
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Kusgnos

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Re: Crime Focused Roguelike
« Reply #85 on: August 29, 2010, 08:37:04 pm »

Adding to my previous post, if those seven stats are used, intelligence, coordination, perception, and willpower probably wouldn't be visible if you looked at someone. With the exception of coordination and perception, since if you yourself were perceptive enough you might be able to tell by someone's mannerisms how perceptive and coordinated they are? I'll continue with the stat descriptions in a spoiler, though if we end up not using them, it's also fine. I'm just not sure how to implement it into code, otherwise I'd do it. I'm guessing...add the stuff into game.lua and descriptors.lua, and optionally organize them into folders. And hm. I'll experiment around with that.

And making some more fun descriptions, then, too!


Spoiler (click to show/hide)

EDIT: I'll probably be there. I think it's either 5 or 6 PST. Either way, I'll probably be there.
« Last Edit: August 29, 2010, 08:38:36 pm by Kusgnos »
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x2yzh9

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Re: Crime Focused Roguelike
« Reply #86 on: August 29, 2010, 08:39:20 pm »

I'll be there... I think. Even though I'm not really doing anything :)

What time is that Pacific Standard Time?
5 P.M PST

cappstv

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Re: Crime Focused Roguelike
« Reply #87 on: August 29, 2010, 09:01:41 pm »

I was thinking there should be different city types
For Example:
Gambling
Government
Normal
Gambling cities would have more casinos, government would have more federal type buildings, and normal cities would just be normal.
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Kusgnos

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Re: Crime Focused Roguelike
« Reply #88 on: August 29, 2010, 09:02:31 pm »

Hm, interesting. Someone else has been inspired!

http://skrogue.wordpress.com/

The above people are also trying to make one, though probably in different code, and with a different game concept.
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cappstv

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Re: Crime Focused Roguelike
« Reply #89 on: August 29, 2010, 09:05:18 pm »

Hm, interesting. Someone else has been inspired!

http://skrogue.wordpress.com/

The above people are also trying to make one, though probably in different code, and with a different game concept.
I am going to bet that they are aiming for more just serial killer type of stuff then just a general crime simulator.
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The French were adept of the "Losing is Fun" philosophy long before Dwarf Fortress.
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