|
Post by goran on Aug 17, 2015 14:51:03 GMT -5
Okay, just been playing noone's game to try to get a feel for how combat mechanics would work, but then I quickly found myself growing dissatisfied with the game's combat, since virtually every loss results in you either being eaten or stuffed to bursting. Personally I don't think that's enough, oh sure animals would want to eat you, but for the various 'intelligent' NPCs, simply stuffing you gets rather monotonous. Instead, for this game I'd like to see some 'enemies' with aims other than killing you outright at the soonest opportunity.
|
|
|
Post by Kazan on Aug 17, 2015 19:01:14 GMT -5
Can you elaborate on that? There will be enemies that simply try to kill you, enemies that try to stuff you, and enemies that try to eat you. Someone had an idea for an enemy that tries to weaken and drain the player in order to capture him/her for some undetermined end state. Is that similar to what you had in mind?
|
|
|
Post by hdalby33 on Aug 17, 2015 21:16:10 GMT -5
I can see how you'd want to provide an alternative enemy with more complex motives. Perhaps their presence could tie into more than one quest and influence other enemies to take a player captive. Or rather than simply stuffing you to a point of no return, they'd do so, and make a game out of it.
Perhaps a deranged entity would release them into the woods and allow them chances to escape. And another might be present in a couple of settings to tie occurrences in the evil force together.
|
|
|
Post by goran on Aug 18, 2015 4:36:00 GMT -5
Someone had an idea for an enemy that tries to weaken and drain the player in order to capture him/her for some undetermined end state. Is that similar to what you had in mind? Similar, although not quite. I've had several ideas so far, several outright hostile: Bramble Dryad - inflates you with berry juice, and implants you with seeds so that every x number of space you need to 'duck behind a bush' to deposit a seed, which then becomes another berry patch. Doppelganger - implants you with an egg that grows slowly but steadily (increases your fat count, but in such a way that you can't exercise it off, plus it makes you more and more full, eventually stretching your stomach out) until the new doppelganger is ready to start its life, at which point it explodes from you and kills you. the Egg can be removed in-situ by healers and/or mages. Thugs - take all your valuables (weapons, armour and money), but then leave you be.
|
|
|
Post by Kazan on Aug 18, 2015 12:31:22 GMT -5
Implement the post-combat effect of the Bramble Dryad shouldn't be too hard, I think, but the problem is that it would involve changing how the map works to remember that a seed was planted there. Then, it would have to guarantee or at least greatly increase the chance of encountering another Dryad in that same location.
Implementation aside, your first two ideas are stepping really close to things I would prefer to avoid: scat (I assume you mean poop out the seeds) and pregnancy, respectively. If you could rework those two somehow, I might be more comfortable with them. :x Or, if I've just completely misunderstood something, please let me know too.
|
|
|
Post by ano on Aug 20, 2015 1:02:12 GMT -5
Someone had an idea for an enemy that tries to weaken and drain the player in order to capture him/her for some undetermined end state. Is that similar to what you had in mind? Similar, although not quite. I've had several ideas so far, several outright hostile: Bramble Dryad - inflates you with berry juice, and implants you with seeds so that every x number of space you need to 'duck behind a bush' to deposit a seed, which then becomes another berry patch. Doppelganger - implants you with an egg that grows slowly but steadily (increases your fat count, but in such a way that you can't exercise it off, plus it makes you more and more full, eventually stretching your stomach out) until the new doppelganger is ready to start its life, at which point it explodes from you and kills you. the Egg can be removed in-situ by healers and/or mages. Thugs - take all your valuables (weapons, armour and money), but then leave you be. Goran, you should see a newly posted list with the rules and guidelines for submissions. Most of what you mentioned would be out due to the ban list, but I think I speak for all team when I say that we get what you mean. Sadly, we never really got to see where Noone's narrative would go in the end, so I don't think it is fair to judge his game so. There was a lot going on, there were sacrifices, and mad wizards and cabals and all kinds of stuff, we just never got deep into their motivations because of the game's untimely discontinuation. For our game we plan to focus on the narrative elements from the get go, so if you see something that seems weird, we will probably tie it into the world shortly afterwards. In regards to what happens AFTER the encounter. There are certainly possibilities, as I keep telling people, the perk system brings about a lot of interesting options(e.g.: Temporary perks that would slowly inflate you, as you mentioned) but those would have to be approached at a later date to really know what is possible with it. Be sure to remind us of it when we get closer to getting the perk system implemented though!
|
|
|
Post by kallekat on Aug 20, 2015 7:48:29 GMT -5
In terms of noone's game as it is atm, I was also a little bored with the way you died, and the very few consequences of dying
Possible reworks that includes the sameish mechanics that goran wrote about:
Bramble Dryad - inflates you completely with fattening berry juice and plants x(1-4?) seeds on your body that eats from your fat untill they're either big enough to fall off, or you get them treated by a docter. If you don't get them treated, you will be weaker for a while, and your body will get considerably lighter than before. The tile the seeds lands in will have an increased chance of spawning new Bramble Dryads. Killing a Bramble Dryad should decrease the chance of them spawning again in that tile.
Doppelganger - Makes you eat one of its eggs, which hatches into a baby doppelganger that eats everything that enters your stomach, strething your stomach capacity as it grows larger, untill a certain point where it will dig its way out of you, and put you down to 10% hp. The Egg can be removed in-situ by healers and/or mages. (I hope this is far enough from pregnancy. Technically it's more like lice inside your body... quite nasty) This will have the added effect of making you thinner as the baby digests everything you eat, unless you overeat by a lot. The baby wont grow very fast when you're not eating.
Thugs - take all your valuables (weapons, armour and money), but then leave you be. (is fine already in terms of rules. Maybe if you're fat enough, you can hide stuff in your fat rolls and make them steal less?)
|
|
|
Post by Kazan on Aug 20, 2015 14:22:28 GMT -5
Dying will actually force you back to your last saved state.
The main reason I am averse to the seed idea with the dryad is that it involves a ton of extra work on the back-end for something very specific. We need simple enemies before we can move onto complex enemies.
|
|
|
Post by goran on Aug 20, 2015 14:25:47 GMT -5
One possibility I can see that maybe could go in first is an enemy that surrenders and offers you a gift before you fully defeat them. Of course, to make it more complex, no-one says the 'gift' has to be beneficial, it might be a muscle relaxing potion, or even a poison.
|
|
|
Post by Kazan on Aug 20, 2015 14:30:25 GMT -5
That should be easily doable.
|
|
|
Post by droark on Aug 20, 2015 14:36:53 GMT -5
One possibility I can see that maybe could go in first is an enemy that surrenders and offers you a gift before you fully defeat them. Of course, to make it more complex, no-one says the 'gift' has to be beneficial, it might be a muscle relaxing potion, or even a poison. That actually gives me a bit of an idea for perk or two. Perhaps a "Looter" perk that allows you the option to demand goods from enemies after they've lost 90%~ health, instead of relying on them giving up. And perhaps another to allow you to choose from a number of gifts upon using the loot option. (This would assume some perks would use other perks as prerequisites.
|
|
|
Post by goran on Aug 20, 2015 14:48:05 GMT -5
They might not have anything to take beyond their weapon though. Besides, 'looting' is more something you'd do when they're on the ground.
I suppose it's also possible that some enemies would try to run away instead of actually being beaten.
|
|
|
Post by Kazan on Aug 20, 2015 14:50:19 GMT -5
One possibility I can see that maybe could go in first is an enemy that surrenders and offers you a gift before you fully defeat them. Of course, to make it more complex, no-one says the 'gift' has to be beneficial, it might be a muscle relaxing potion, or even a poison. That actually gives me a bit of an idea for perk or two. Perhaps a "Looter" perk that allows you the option to demand goods from enemies after they've lost 90%~ health, instead of relying on them giving up. And perhaps another to allow you to choose from a number of gifts upon using the loot option. (This would assume some perks would use other perks as prerequisites. Demanding something from a fatally wounded enemy would only work for against an anthro, of course. I don't think you'll find demanding anything from a feral helpful any time soon. XD
|
|
|
Post by droark on Aug 20, 2015 14:52:50 GMT -5
I'm assuming there will be intelligent enemies with that perk of course, and also that there will methods to subdue an enemy beyond killing them.
|
|
|
Post by ano on Aug 20, 2015 17:28:36 GMT -5
They might not have anything to take beyond their weapon though. Besides, 'looting' is more something you'd do when they're on the ground. I suppose it's also possible that some enemies would try to run away instead of actually being beaten. That depends a lot on how enemies are implemented. That problem only happens assuming enemies are equivalent to normal players, with inventory and such. For such a perk it might be a lot more feasible just to give you a random item based on the kind of enemy you use it on. Possibly none, if say you are fighting a snake. 'Cause, you know. No arms and all. No pockets either. That depends on the same assumption. Hopefully we will soon start working on combat and be able to better answer these questions.
|
|