rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754

Imagine being a young millennial/zoomer and never having experienced life before everything was hyper-politicized.
Imagine being a young millennial/zoomer and never having experienced lifebefore everything was hyper-politicized.
I like the Traits idea - kind of the gurps in Fallout we almost had but didn't get. Would be nice if it did follow one gurps convention. For every negative trait you take, you get... character points or some trade-off (it's been a while.) A player could get an extra point to put in ability scores, but they'd have to take -15% radiation resistance or fear of mutants, or some other negative trait.
Some things: in Fallout, traits were voluntary and allowed a bit of customization but not a lot. Would be nice if the traits weren't as less than inspired as Fallout had them - everyone took gifted and something else. May be hard to balance in a party based game. Most that use a system like this are solo games where a choice like traits may affect the playthrough dramatically. In a party based game, well, the effects could be watered down - unless you went the whole Shadows over Riva route.
Also - when I first thought about this I was trying to come up with how combat would work. For some reason I pictured Worlds of Xeen, but instead of firing bows while closing with enemies, you were firing RPGs or lobbing grenades. Probably has nothing to do with the game you are building, but, I am just stating for the record I'd like to see that.
Traits have three categories to sort them in the list window now :
1. PERSONA : identity traits for the PC that involve actual roleplaying differences in characters ... quick tempered, diplomatic, addictive, greedy, etc.
2. MERITS : Similar to PERKS in Fallout, mostly concerned with enhancement to players
3. ANOMALY : Mutations, hardcore physical adaptations, permanent changes to makeup ... like ant-skin in FALLOUT 1 quest or cyborg grafted arm
Discovering the exploits, like for example finding that tolerating a major negative drawback in order to get a major positive, doesn't spoil gameplay. It makes it really fun in my experience.
Discovering the exploits, like for example finding that tolerating a major negative drawback in order to get a major positive, doesn't spoil gameplay. It makes it really fun in my experience.
Show this line to every developer in the world.
Cleve, I never thought I'd say this to a boomer, but... you're pretty cool.
That Body-Damage diagram looks fantastic. Do you intend to keep it all a solid green, or for the bits to gradate through yellow, orange and red as the character gets more and more messed up?
Finishing up the Status tab that shows damage to various body parts, critical conditions that require first aid, anything broken or fractured (a broken hand means you can't wield a weapon, a broken head means you have a concussion and can't aim a weapon, etc.).
I have not had such fun working on a game since my Commodore 64 years. Blasting through the game with the help of the Unity IDE like a boss, if I had these kinds of tools available for Grimoire I'd have been done in 3 months like originally planned.
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From the picture are you saying that limbs are treated as pairs instead of individual right or left limbs?
This screenshot is not about you. Don't take it personally, dude.* IRRADIATED
* BLEEDING
* INFECTED
* BLINDED
SEEK IMMEDIATE MEDICAL ATTENTION!!
That Body-Damage diagram looks fantastic. Do you intend to keep it all a solid green, or for the bits to gradate through yellow, orange and red as the character gets more and more messed up?
...
I am working on a folding display for the inventory items so that it will be possible to expand the view on each item for advanced information and actions in inventory without leaving the listbox.
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