Elwro
Arcane
Better call the stat system "LAADIES".
zenbitz said:I really hated this aspect of fallout. [...]
Elwro said:Better call the stat system "LAADIES".
Sure, Fallout's approach is not realistic. However, in order to go as far as to roll the dice by threatening someone, shouldn't you first know whether they possess an item that is worth the risk ?
shihonage said:hal900x: perhaps a system that lets you see more expensive items with higher Steal skill ?
hal900x said:shihonage said:hal900x: perhaps a system that lets you see more expensive items with higher Steal skill ?
Yeah. Or higher skill allows access to less accessible locations, such as pockets versus backpack, worn items versus stored in pockets/pack, larger, more easily noticed items versus small pocketed items, etc. Depends on how inventory is implemented of course.
hal900x said:shihonage said:hal900x: perhaps a system that lets you see more expensive items with higher Steal skill ?
Yeah. Or higher skill allows access to less accessible locations, such as pockets versus backpack, worn items versus stored in pockets/pack, larger, more easily noticed items versus small pocketed items, etc. Depends on how inventory is implemented of course.
zenbitz said:Well, that's up to the player now isn't? Maybe you are buff enough to just threaten whomever you want (i..e, typical cRPG) - so there is no or little downside, or you establish that victim X has item A in dialog (either with X or some third party Y or written on a wall or something)
Or you get him drunk/seduce him/hypnotize him so he passes out and go through his pockets.
You can't barter with a hostile, but you should be able to steal from a hostile.
but there should still be a chance of stealing from them, even if it is a lower one.
Are you really using that ugly Fallout interface or is it placeholder?shihonage said:Shelter devupdate 12/09/09
I was busy this week making the interface work equally well with people and objects. I am still doing that, finally approaching handling "items on the ground" thing.
Once "items on the ground" work, and "use item ON someone" works...
...we'll be seeing some serious shit.
In the shot below we examine shelves, attempt to take an item, and are noticed and attacked by the owner. The attack toggles combat mode and freezes the world, making it semi-transparent (since I can't do Fallout's red silhouette outlines).
I really don't want to inflate updates with pointlessness, so this will be it for now. Soon things should start to get a lot more interesting as, with required interface functionalities in place, we can start making quests that do not suck donkey balls.
This is Ripley, last survivor of the Nostromo, signing off.
How is character progression going to be handled? Typically in RPGs you do quests to get more XP (and secondarily money/loot) to level up faster to become more powerful to be able to do more quests to be able to get more XP etc etc... and you feel the story just sort of accompanies/is the background for the constant, linear geometric growth in killing power/awesomeness of the PC.shihonage said:Shelter dev.update 01/06/2010
I don't know if you, loyal readers (both of you), caught on to the fact that Shelter used to be Earth-based and post-apocalyptic, until it stopped being so.
Eons ago, we decided to limit Fallout's influence to the gameplay mechanics, and not steal the actual setting itself. There were two reasons:
1) It is very hard to ape Fallout without *aping Fallout*. The game was a quintessence of everything cool you'd expect from a post-apocalyptic world. Hey guys, let's have this cool town full of junked cars... let's call it, I don't know... SCRAP CITY. And how about a place with caravans, a HUB of sorts, if you will...
2) Post-apocalyptic is the new black. Post-apocalyptic movies and games are popping out everywhere. There's even a post-apocalyptic TV show, "Life After People". Somehow, the subject is wearing thin.
So...after several (wild) iterations, we've arrived at the Osiris-5, Earth colony, Warp Gate storyline.
During this week Shelter's quest database has grown, and main plot arc is being fleshed out. As in Fallout, the main arc is a mostly linear sequence of events which can be approached in several ways. As of now, it is a combination of both expected and bizarre.
Thus far we've managed to avoid these types of quests:
* killing caveloads of rats and spiders
* bringing someone 15 bear skins to make shirts out of
* bringing a boy his peg leg
... and nobody treats you like their best friend without reason to do so.
Not all stereotypical quest types can be avoided, however, due to inherent nature of such games. People sending you somewhere, and such. All we can do is to make them meaningful, connected to the plot.
Fingers crossed.
sheek said:Are you really using that ugly Fallout interface or is it placeholder?
Zorlag seems really cool. I have had a look at Fallout script files before and I can only imagine the insanity that would result in trying to replicate that kind of RPG gameplay for a part-time (?) indie team.
How is character progression going to be handled? Typically in RPGs you do quests to get more XP (and secondarily money/loot) to level up faster to become more powerful to be able to do more quests to be able to get more XP etc etc... and you feel the story just sort of accompanies/is the background for the constant, linear geometric growth in killing power/awesomeness of the PC.
Is your game more character driven or setting/story driven (with other kinds of rewards than more level-ups/better loot)?