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Jorbles

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  1. So obviously there will be a demon whose got a special attack that makes heroes age rapidly? (Ie they go into battle a young man, they get hit by a demonic spell midbattle, they come out of the battle an old man) Clearly something that powerful would have to be rare (maybe it could only be done by some sort of equivalent of a rare enemy like an XCom Ethereal), but I think that would be awesome.
  2. The taints from taking a demonic third eye don't have to be genetic or realistic like shame is. We're in a world with magic! Your grandfather grafted a demonic arm to himself and forever his bloodline is cursed. Why? Because that's how curses work! It doesn't have to follow the rules of genetics or realism because crazy curses are magic.
  3. @Selke: I think the biggest problem with it is that DF is going to put a ton of work into building a fun tactical combat system with the heroes. Having a less complex, less interesting overlay of the strategic map is going to make the strategic map boring in comparison. The problem with that is that this is going to be where you make the ostensibly big and important decisions. You want those decisions to be really cool and have overarching consequences in the more micromanaged parts of the game. The nice thing about XCOM 2012 is that though the decisions are really simple because most of the management of earth is automated, they are important. Do you go to Russia and gain access to a crucially needed new unit or do you go to Mexico and greatly improve your research capabilities? Deciding whether or not I should conquer a weak province next to me or not doesn't sound very fun. It sounds kinda like it would be some number crunching, looking at my forces and seeing whether they're up to the task or not yet. It certainly doesn't sound like the decisions of an epic story. Now I don't know how they should implement it, but I hope they come up with a system where the strategic overlay is as fun as the tactical combat because the decisions you have to make are hard ones because they have game altering consequences. Working within the idea, which I don't love, but I'm willing to tinker with because well I like thinking about things. Maybe if by choosing to conquer one province kills or opens up opportunities in other territories it would feel like you were making an important decision. Do you go to Bardonia and rescue the King's Archivist who was on the verge of a breakthrough or do you send your heroes to the gold mines of Golderly Rock that are about to be destroyed by demons? Whichever you choose could open up certain paths in the early game, but force you to do harder missions related to whichever you didn't choose later in the game. If you choose to ignore the mines they get infested with demonbats (the mission gets harder), and later down the line if you ignore the mine for a decade (which you might because there's other things to worry about!) they start producing gold-tinged demonic golems that smash shit up, and you're saying to yourself "damn, I wish I'd just protected that mine at the beginning of the game, but if I had I never would have been able to do all the stuff that led to my awesome squad of battle mages... I don't know if that was the right decision, but maybe I'll play again and do it differently to see what is best." Now that's an interesting decision. This would mean that you're fighting fires, but that the fires you choose to fight have big consequences. To be honest from the videos I feel like they're going an XCOM-y route, which I think has it's ups and downs, but I do like the tough decisions a setup like that forces you to make.
  4. I don't hate the idea of capturing territories, but it's been done a lot before. It's certainly not an idea that gets my blood pumping. I do love OldGraySoothsay's reference maps though. Those are beautiful.
  5. A dump of thoughts based on your discussion: 1) Swisshelm mentioned knockback in passing: If it exists everyone will want to knock people off tall ledges, into spikey pits, piranhas, a sarlacc pit or lava. If you can't do stuff like that it's not cool enough. 2) Brad mentioned how much he loathed spending time setting up every equipment loadout. I agree, it gave me flashbacks to the start of every mission in the original XCom. There are ways to manage this sort of thing, pre-made customizable loadouts are one, best fit buttons that just pick the equipment that gives someone the best equipment by the numbers, and since units will be changing, you could have kids inherit the loadout of one of their parents (they can pick between their mom or dad when they come of age or get born). Of course once you have these things setup allow tweaking, but pre-made stuff will save players lots and lots of time (though it will add more buttons to the strategy management screens which has it's tradeoffs. Maybe an, if we have time, sort of feature.) 3) The way you guys were talking about relics sounded cool. Why not make players get emotionally attached to the relics more than the heroes? The relics will be with them all game, the heroes will die and change. 4) All the discussion of the tactical map lit my brain on fire. Here's an idea for procedurally generated levels to keep them from all feeling the same. Don't procedurally generate all of it, have premade tactically important or interesting pieces mixed in with the in between bits (the inbetween bits are your vegetation, rocks and what have you). Steal this from roguelikes, the levels are random, but they follow rules and occasionally generate some predetermined things, like Forges of Krong in Dungeons of Dredmor, Vaults in Nethack, abandoned camps in Don't Starve will show up. What you find is different every battle, and it feels different because Some ideas that actually work in the Massive Chalice mythos could be blessed groves, pits that generate monsters, gauntlets of hostile environments, bottlenecks, canyons, rivers, a volcano that lobs explosive lava, that sort of thing. It's still procedural, but also random. Sometimes a map might generate where you have to push through a bottleneck to shut down a monster generating pit, but sometimes that monster generating pit might spawn closer to you and all you have to do is hold off the enemy while you destroy the pit. Having a gauntlet of traps or dangerous swampland or lava can totally change how you play a map, maybe you need to run a guy through it to kill the enemy ranged units, but maybe you want to just hold back and make the enemy run through it and set off all the dangerous things for you. A map with a mountain in the middle of it will play a lot differently than a flat land or a map where the enemy starts on a mountaintop or you start on a mountaintop. Also discussing how seasons work could make tactical map generation super cool. I know you guys said it's a lot of work, but man would that be cool. Did the demon hordes invade in winter? You're wading through snow and fighting on ice! Totally different map than a spring fight where that snow becomes muddy ground and the ice becomes a river. This would really up the replayability of the game as it would really change how each fight feels. 5) HOLY SHIT I had forgotten all about King of Dragon Pass. When I was a kid I played the demo and then couldn't find a copy of it in my small town or in the bigger towns nearby, but I played the demo a thousand times. This is the first time I've remembered that game and had the ability to buy it at the same time. Thank you Swisshelm.
  6. Good catch! He seemed pretty OP the way we played him! Yah, he would be the best if that were the rules. Oh well, that was fun to watch anyways.
  7. I haven't finished watching the Shadows Over Camelot game yet, but you guys were playing Sir Kay incorrectly. Sir Kay can only play an extra card after the cards of a fight have been revealed, he can't play two cards on every quest. The fights are when you roll against Catapults, when you fight the Black Knight, when you fight Lancelot and when you fight the Dragon. He can't play two cards every time on those either only after the final reveal for the fight. http://boardgamegeek.com/thread/270777/what-does-sir-kay-power-do This knowledge may have helped the Traitor although he might have won anyways. I'll find out in about 45 minutes.
  8. Glad to see such great concept art so far. I love C, the short squat dude with 4 arms looks like it would be the sort of enemy I'd want to fight in hordes. Kindof funny looking, but interesting and dangerous. I also really like E, it's a cool idea to just have bits of a monster missing, but having his limbs still attached somehow through magics. I could see this design giving game designers a lot of ideas for special powers for this unit. I also love the dude with a sword in his head. Definitely want to see dudes with swords in their heads in the final game.
  9. Just an idea, but you could make this the final battle. Demon forces gather in a last ditch effort to overthrow you. You must choose a team to defend your castle and another team to perform a ritual to banish the demons forever by finishing your MASSIVE CHALICE. Additional heroes can be given support roles in the defense granting bonuses or causing fun events to happen in the battle depending on their level of ability (think catapult rocks slamming into the battlefield, traps that can surprise the enemy, arrows raining down from afar, healing items appearing on the field, that sort of thing). This could make it feel like your whole team is involved without making the final battle some complicated thing where you have to put more units on the battle than usual.
  10. Binding of Isaac style? This might be easier than procedurally generated boss/villains, but I am really hoping that it'll be procedurally generated villains for greater randomness/fun (Dwarf Fortress-style fun).
  11. Honestly though I see the mechanical appeals of finding ways to put inbreeding in the game, I find it all a bit icky. I wouldn't be upset if it was made impossible in the game.
  12. When I was discussing a timer mechanic I didn't mean one that would be 5 real time minutes I meant one that would be in game time. For example, 5 years of game time given the sample time frame we're discussing. If you can see it coming and plan, then the time between battles should occasionally catch you off guard and make you feel like you don't have enough time to prepare. I do like the idea of (pseudo) random battles too. Either I think is a neat idea.
  13. Or you could just have X amount of time to do things between battles and when a certain amount of time has passed the battle starts whether you are ready or not.
  14. This is getting into something I'm curious about which is how much time are we going to be in tactical battles? I'd like a game where you spend as much time out of battle as in battle. The strategic decisions of running kingdoms and building heroes can be as fun as a tactical battle map. For example, XCom is as fun looking after your base and managing your troops as it is fighting aliens.
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