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Design doc for my IF

GarfunkeL

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So while I was trying to build this world: http://rpgcodex.net/phpBB/viewtopic.php?t=46106
I wanted to use it for something and a interactive fiction, TEXT ADVENTURE, came to my mind. I've dabbled with ADRIFT and before that with AdventureGameToolkit so I have tiny bit of experience with this. I wrote my "design doc", though it's pretty bare bones at the moment, as I'm trying to flesh out the main plot and the quests/puzzles the player has to overcome. What my INNOVASHUN! is, is that because the game presents a fish-out-of-water situation upon the player's character, there are two different ways to solve/beat the game: escape or adapt, depending on whether player thinks the New Land is FUCK YEAH! or ITZ.

Land of Mises (working title)

Player is the captain of an explorer sailing ship, out from a generic renaissance/early modern period-setting where women's lib is more akin to mid/late 20th century. Thanks to a storm, his ship sinks and the player is marooned on a deserted beach on a previously unknown continent, which turns out to be a extremely patriarchal/misogynistic feudal society.

I went with the Bioware solution of 4 thingamangies per path:

PLAN ESCAPE (1): Ship (11), navigation (12), supplies (13), crew (14)

PLAN ADAPT (2): House (21), title (22), blessing (23), retainers (24)

Devil is in the details:
11. Ship strong enough to brave the voyage home. I'll go with something like a caravel, since that's what Kolumbus used. It's small enough to believably exist in a society with some shore-based seafaring commerce and is easy to handle plus requires a very small crew. Player must purchase/capture one to escape.

12. Navigation-tool. Sextant/octant (probably latter). Made out of wood with brass mirrors. Requires a skilled artisan to make, under the supervision of the player, so he can navigate with stars the route home. Players needs to find an artisan, pay him for the work and get the raw material. Make brass a holy material used by the CHURCH so it overlaps with 23.

13. Supplies for a voyage of about 4-5 weeks (length of Columbus' first trip was five wks). Water+barrells, salt meat, dried vegetables, biscuit. Fishing line, extra sails. Instead of resource hunting minigame, this would all come from a somesort of rich merchant/wholesale vendor to whom the player must complete a quest. Overlaps with 24 as the quest is to get rid of bandits plaguing the vendor's caravans.

14. Crew of about 20 souls to handle the ship. No local sailor would go, as they think the WORLD ENDS AT HORIZON or something similar / chuch has banned and burned previous explorer, etc. Player, appalled by the condition of local women, rescues bunch of them and trains them to be a ad-hoc, improvised sailing crew. Overlaps with 21.

21. Player decides to stick around and ensure that he has a good life, so he needs a house. I'm thinking that he will encounter a particularly cruel fellow with a chattel of slaves or perhaps a harem of some sorts and can slay him, earning himself a sizable house to live in and staff to run it. Overlaps with 14 as the other choice is to free the slaves and convince them to escape with the player to the BETTER WORLD!

22. Player needs a title as otherwise he is nothing but a free target in a feudal society. Gifted by a local ruler, earned through bribery? Quest? I'm little stumped here about details.

23. Blessing of TEH CHURCH, which absolves the player from guilt of killing the house owner and ensures his status for the future as esteemed gentleman. Could overlap with 12 if the resources for sextant would be controlled by church.

24. Retainers and men-at-arms. Otherwise player is helpless against the other local lords. These would be the bandits plaguing the merchants of 13. Player convinces them to join him as his troops, absolving them of their previous crimes - perhaps rewarding them with some of the slaves from the inherited harem from 21, too?

*********

PC would leave the beach he marooned in, would stumble to a decently luxurious country manor/house, be welcomed in and then, while getting a tour from Mr.MoustacheTwirlingVillain experiences the blight of the opposite gender first hand. This leads PC to killing Mr.MTV. What would be a suitable scenery? Poor living conditions, physical and sexual abuse? Nonchalant offer to "enjoy the servants as you will" during dinner?

I'm thinking that the PC will have two choices - either poison Mr.MTV or through discussion/event get into a duel (which PC will win thanks to being Heroic Swashbuckler).

After that PC needs to make a choice of either freeing the slaves/harem/staff or retaining them and taking Mr.MTV's place, leading PC into "realizing" the needed goals which could be solved in a free form. I haven't thought about their details yet.

""""""""""""""""""""""

That's about it so far. Game might have combat. ADRIFT includes a possibility for it but I've never tried to implement it but could look into it. That would transform it from pure adventure into semi-RPG. And yes, it would involve tastefully done rape, in the ADAPT! path, at least.

Also, in case this doesn't get totally ripped apart by the Hivemind AND I can get off my lazy ass and actually start writing it, would there be helpful minds - proof-reading at first and beta-testing at later part would be required.
 

oldmanpaco

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As long as this has tasteful rape I'm in.

But seriously I can proofread and beta test.

Also if the possibility of adapting with a house full of slaves and a harem exists who the hell is going to try to leave?

Also Zork had combat 30 years ago (goddamn thief) so you should too.

Edit: But remember before you killed the thief you had to make sure he took the egg so he could open it and you could get the clockwork canary(?) when you eventually killed him. In IF combat needs to have a strategic element - when to fight and the consequences of killing someone.
 

GarfunkeL

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Hey, it's Bioware-influenced IF! 4 thingies, 2 paths - BIOWARE EVIL or Jedi Jesus :D Basically, most text adventures are extremely linear, plot-wise which is why I want to try my hand with one where there's reasonable freedom to complete objectives and two greatly different outcomes for the game.

Adrift is very, very simple to use which unfortunately means that it's quite restricted. Of course I can have combat in the form of puzzles and apparently some sort of random number generator is in so actual, RPGish-combat should be possible. Since I don't dream of actually becoming a game dev, I don't plan to learn either inform or tads, the two very powerful IF-languages. BASIC and PASCAL are the limits of my coding e-peen, so there :D
 

laclongquan

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First thing, careful with brass. bronze has been invented independently anytime in the past in any place with copper ores. you can imagine the ease of working with it. A church monopolize a common material? I dont think it's possible.

It should be a good material like iron. Iron is hard to processed so it's been invented in very few places (then the process moving from places to places). T here's a few tricks in processing iron alloy, like wootz steel and the ironsand process (tamahagane). Make that there're two branch of Churches specialized on this two techniques of ironmaking and it's more believable.

Why not make the guy your normal snuffloving Bluebeard? He got a secret slave camps holding his selected. He took (indirectly) one girl every few months, then proceed to snuff her. The location you stumble on is his secret mansion on the beach. He's one middling important man link between the local bureau and the central. Since you discover his filthy perverted habit, the local agree to your possession so your loudmouth is shut. And killing you is too dangerous, attest by the dead bodies of the guard company of Mr Bluebeard.
 

Phelot

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:lol: Now THIS is a tough choice for a game. Does a player do what most players would normally choose and which is typically the focus of various hentai games by creating teh ultimate harem or does he "do the right thing" and liberate women thus condemning himself to a lifetime of nagging spinsters?

Anyways, an interesting premise :salute:

Though I would abandon combat all together since I hear it's a nightmare to get going in ADRIFT. I also hear that TADS is all around better, but I have no idea, I've played maybe 2 or 3 text games using these.
 

GarfunkeL

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phelot:

TADS is all around better since it's an actual programming language. The difference between ADRIFT and TADS is probably like the difference using RPG-Maker and Torque3D :D

laclongquan:

I need a metal that can be polished enough to be somewhat mirror-like. I don't know shit about metallurgy - would iron work both as a more rare than bronze or brass but shiny too?

You are suggesting that the owner of the house in 21 would be snuff-loving Bluebeard? That would work - he mistakes the player as a potential "patron" thanks to the exotic clothing PC wears and thus invites PC to dinner and "games" where the climax is somesort of tortureporn+snuff scene a la Hostel. Hmm, ADRIFT can handle timed/schedule-events, so it can even be made to progress independently - the scene gets worse and worse if player doesn't react.
 

laclongquan

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As a shiny surface, bronze work so much better and easier than iron. The very fact that iron harder than bronze so make the finishing touch to mirror surface a tough business. Which is why bronze mirror (with bronze surface) is everywhere in ancient times while iron surface is extremely rare.

japanese bronze mirror
And Chinese too.
Hell, and everywhere else

If you liberate women, do remember of what will they do at the end: do they have a family to go back to? Do they have a readymade husband? DO they have a readymade business? If the answer is NO in all three it's smarter and safer for the girl to stay with you. Dont think harem, think temporary family and haven with fringe benefits for the head.[/url]
 

laclongquan

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You can do a series of quests related to the harem:

1. Cooking: require you hunt/buy raw foods daily. recipes you got by ways of your harem girls, or part of a quest, or learn in far off lands. Foods are needed for your harem. Daily. It mean you need a big larder and continuously finding more foods to fill them. Your cooks can cook for the whole harem if you provide enough foods and recipes, so that's one process you can automate if you dont want to cook yourself.

2. Making clothes: find/buy raw materials for clothes. find raw designs in markets and other places. Your harem girls will make clothes if you can find both. Not only it's a good way to play dressup with them, you can find an armor design and have them make it (but it's a very long time process).

3. Making potions: to cure diseases, heal injuries, prevent children (or you are up to your neck in rug-rats the second year), poisons and antidotes, even some basic enhancements.

4. Some harem business: traditionally it's making clothes, silk, or high quality cloth. It's a way of making money to buy products of the previous 3. It shouldnot be too profitable.

That's a bunch of quests right then and there, plus lots of activities to keep your character busy.

And they encourage your character to explore the land, go to far off places... Damn, Choices and Consequences right then and there.
 

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