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1  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #36 - Demo update #3, more screens on: April 10, 2019, 03:23:35 am
How is the autosave functioning?
2  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: Design Topic #2: RNG on: April 10, 2019, 03:21:11 am
in reply to OP:

I think that there is a market for unforgiving seeds, but they tend to require constant moderation.
3  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #33 - State of the Game on: January 01, 2019, 04:59:10 am
It's a container town sitting at the bottom of one of the cargo holds.
...
The other locations have a very different feel and look.

could use a lot more dirt and grime and rust. not necessarily in the action bits (countertops, signs, windows, doors), but certainly anywhere that smoke might accumulate without attention.

looks great. happy new year and good work with the development.
 Salute
4  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #31 - The interface on: November 02, 2018, 04:13:27 pm
are the skill checks in dialog going to be a hard pass/fail thing, or is it like a difficulty thing? this would obviously change gameplay for a diplomat type character; where trying for the better outcome will have a higher risk/reward play.
5  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #27 - State of the Game (the first animations) on: October 17, 2018, 03:45:23 pm
It's a great time but not something we can do as we have too many animations as it is. We have many different weapon classes requiring different animations plus different attack types that also have unique animations. Adding different animations for unskilled-skilled-expert would be to much, unfortunately.

 Salute Aye. Based on my experience with AoD axe-expert absolutely decimating combat opponents was plenty satisfying.
6  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: Make Ol' Beelzebub a central gameplay/plot element. on: October 17, 2018, 03:42:46 pm
I could see a monster like that as something that was created to guard something sacred, which so many decades later is now meaningless. By sacred it could be anything from a tech cache to a vital ship system to mission-vital information bank.

Or maybe it's just an experiment that is now running amok.
7  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #27 - State of the Game (the first animations) on: October 17, 2018, 03:12:23 pm
Plenty of gangbangers in The Wire shooting one handed. The smarter ones did use two hands when target was somewhat far away though.
So maybe the game could have something like that, where badly trained fighters use the shitty stance for normal attack, and better ones use the same animation, or slightly modified, for aimed and normal.
Resource permitting, of course.

I like this idea - giving different animations for different levels of skill. it would add a bit of satisfaction to someone who maxes out for example melee weapon skill.
8  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: New name, the second poll on: September 14, 2018, 11:27:39 pm
"Born Beneath No Sun" sounds best to me. It's got an air of mystery that, to me, captures the bleakness of being raised surrounded by a void.
9  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #28 - Power Armor on: July 19, 2018, 05:34:25 pm
Sure - Make a proper suit of powered armor a quest item, and you have to cross a lot of people who want the suit, in order to keep it. Make it so that acquiring it brings its own ending, with a short phase with a lot of fighting, from when you do get it, until the end.

Have it so it only works once, until you take it off, and wearing it makes a lot of people hostile towards you. Also make it bulky, so that there's a lot of thresholds you cannot cross, unless it's removed (this would be one way to railroad the player into the 'powered suit' ending)
10  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #18 - systems overview, second iteration on: July 13, 2018, 01:21:03 am
I like it so far, for the most part.

The stats could have a major/minor bonus system, depending on if you're gaining an odd or an even level. I think this is fairly common in a lot of more 'mainstream' rpg systems (ie Mass Effect); where, for instance, where odd levels of a stat could add something substantial on paper to a character's value, without being necessarily tied to the stat's even-level primary bonus. Examples I can think of would be bartering bonus for charisma, carrying capacity for strength, small hit/dodge chance for perception, chance for damage resistance for endurance, and so on.

Of course, this would require another level of balance complexity, alongside the perks and augmentations and weapons and armor... so whether or not it's workable is really a matter of designer will and resources.

I personally don't mind the possibility of stat 'dark zones', that don't really do anything outside of gate checks in dialog, as long as things are well-explained during character generation (this is something that AoD did very well, imo). Of course, there is the possibility of stat upgrades, if even temporary ones (Fallout comes to mind), so those odd points might be construed as the higher even points sometimes.
11  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #28 - Power Armor on: July 10, 2018, 12:33:16 am
On mechanics for the "entropic field" armor - having a system like a capacitor, that regenerates protective ability over time, with a temporary reduction for protection offered in the immediate, might be something that works. for example - starting combat it's 60% reduction, reduced by 15% per hit, gaining 30% per round to a maximum of 60%. Maybe requires fusion power cells or whatever, and maybe can be upgraded with the correct technical skills. May be that upgrading carries a chance of catastrophic failure of the device (which is something that would be easily avoided with save-scumming, but embraced by those of us more nerdy folks who actually enjoy a good kick in the gonads, once in a while).

As for power armor (or powered armor); it's classicly known more as akin to a vehicle, than something you strap to your chest; more full-plate than breastplate. To my knowledge, power armor was really defined in Heinlein's Starship Troopers, where the armor required considerable training to use, and provided incredible advantages with things like mobility from jump jets, tank-like armor, and enhanced strength from joint-motors, not to mention any kind of tactical intelligence benefits that such a large package would provide.. This is a far cry from strapping a force field to one's self, and something that would probably bring a person a god-like status in an environment like this.
12  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: Game feeling "Short" and "Metagaming" is directly tied to how the story is told. on: July 05, 2018, 10:39:57 pm
My impression of the AoD setting/story was that it's a world where cynicism is pragmatism in light of simple survival, and 'friends' aren't easily won -- in fact, you really only win favor from people (generally) by building faction influence. This, to me, limits your character to one of the 'evil' alignments (using the classic 3x3 AD&D alignment matrix), without seeming starkly out-of-place. Playing a strictly goody-two-shoes character is absurd enough to seem comical in this setting, in my opinion -- there is no 'paladin' guild.

As I recall - there are a few instances in AoD where being generous with an NPC leads to them rewarding you in some small way, but those are generally less influential NPC's; with those in positions of power really not reciprocating for a favor, unless it has been arranged beforehand.

addend: AoD's setting is somewhat stark at times, with not much dialog outside of the OP's mentioned quest givers, merchants, and item changers. One could argue that this adds to the atmosphere of the setting. This starkness, I feel has been addressed already in the new project -- with the addition of party members that have rich personality interaction, as well as (presumably) more flavor dialog in the environment.

As a note - I think that the early 90's Shadowrun games (SNES, Genesis) did a pretty good job with dialog and exposition, considering the writing era and storage constraints. Not that the simplistic keyword-driven tree dialog system is good (it's not), but they had (as I recall) a pretty decent spread of dialog that helped build a world beyond what the very limited graphics and sound code could provide.
13  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #27 - State of the Game (the first animations) on: June 19, 2018, 09:58:46 pm
By that same logic authors shouldnt bother researching the subjects they are writing about because the book is a non-immersive medium. Attention to detail is what makes a masterpiece.

Agreed, but it's in practice prudent to not get too much caught up in minor details; especially given when there's so much work to do and such a limited worker base. This game company and the dev team do have a very real money and time budget to deal with, so sweating too many minor details can result in a rushed end phase or dead project altogether (not to mention burnt out artists or contributors).

Something like a wonky firearm actuation animation is really not worth spending too much time and attention on, for example. They're important, and a big part of immersion, but you don't want to run your artists into the ground on it when there is so, so much more work to be done. Of course it's a good idea to get the fundamentals of motion right early on, which is why projects like king kong 1933 are so lasting in scope.
14  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: Space exploration & colonization research and inspirations on: June 17, 2018, 11:51:00 am
To prevent serious imbreeding most can travel as frozen eggs and sperm.

There is this, but also having a functioning crew on arrival is important, since the trip will span several lifetimes (or generations... "generation ship").

Hypersleep is out, since that would null the entire premise of the story, and androids seem to be unavailable with the given tech.

A genetic databank (frozen eggs and sperm) seems like something that wouldn't really be relevant during interim space, and possibly a point of destruction during the major mutiny that was outlined as a major plot point. Also-- it could be that a genetic databank was considered by mission planners, and dismissed for reasons of human psychology.
15  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #27 - State of the Game (the first animations) on: June 13, 2018, 05:35:41 pm
This thread is in very real danger of becoming a comedy thread.

My thoughts: The whole game environment is an abstraction, where an isometric view will inherently bring a level of isolation from pure immersion. As long as animations are distinguishable from one another, and offer some visual flair to add a bit of excitement, they are doing the job of entertaining us gamers, imo. Of course, I personally can appreciate differing levels of visual detail within a virtual environment abstraction, from nethack/doomrl, to fallout 1/2, and into more realistic abstraction vr-immersion like crysis and call of duty.

This leads me to another (unrelated) line of thought, which is sound design. This would be something that I would like to hear about from the developers. To me, good sound design has always pushed the immersion that little bit further; adding a bit of subtle illusion to the imagery, by helping to distinguish one pistol shot from another, a revolver reload from a magazine reload, a hit from a miss, or an armored hit from a fleshy hit. (My vision isn't that good, so sound design has always been huge for me.) Music is also a big, big part of the overall play experience, but I wasn't expecting to hear on that until much later in the dev cycle.

As always, thanks for the great work on this. And, if I should shut up, please have no hesitation in telling me so; I will not take offense.

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