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FakeGAF 6: Fear the Walking Thirst

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FUME5

Member
well it has no choice anyway!


this doge looks likes FUME5. y/n?
13151447_540645656108331_4353439671414822303_n.jpg

Surprisingly accurate.
 

Jobbs

Banned
All the heavy lifting of the translation is done for you, yeah. In the potion brewing menu it'll basically be a short description of the potion's effects and an itemized list of the ingredients you need (next to a list of your current stock). You hit "brew potion" and if you have the ingredients it'll just happen. If you don't have the (translated) recipe then you won't even see it as an option.

The Minecraft style crafting where you throw stuff at the wall and see what sticks is appealing as well but for different reasons. I want it to feel like this is lost and highly informed knowledge, not something that the random apprentice can run into by experimenting. Plus I'm also using a differently shaped phial for each possible potion (kind of Bioshock Infinite vigors. Pic:http://i.imgur.com/2ICMXk0.png) so that they'll each have a different icon in the UI and I don't want to draw something for each of the umpteen invalid potions nor have a catch-all icon for potions that don't work because how would the character even know? Potions take two or three ingredients, and there are seven, so that's (7^3 + 7^2) = 392 permutations when only 16 of them are valid. Plus having specific recipes allows me to add flair describing what order to put the ingredients in, how to treat them, et cetera. No potion is as simple as "throw it all in the pot and let it boil" so running into the right concoction by happenstance seems odd.


There will be other secrets in the game where if the player wants to learn the language and translate extra stuff then they absolutely can, but it won't be anything that alters the main gameplay loop. Just easter eggs and secret rooms and stuff like that.

I have a very simplified system in my game for leveling up the pet. There are a variety of ingredients in the game, far more than 3, but each one is "classed" as one of three types internally -- with varying strengths. When it's time to evolve, the game simply looks at these values and compares them (and checks a couple other very specific things). It's deceptively simple, but my point is you don't need a different outcome for every possible permutation.

In Don't Starve, many ingredients are interchangeable, and if you do something that doesn't fit within any recipe, it'll come out as a misfire (resulting in "goo" or whatever).

I used to play Star Wars Galaxies. The items you could craft would be of varying strengths based upon the stats of the ingredients. It was pretty cool. Lots of variability within each item.
 
I have a very simplified system in my game for leveling up the pet. There are a variety of ingredients in the game, far more than 3, but each one is "classed" as one of three types internally -- with varying strengths. When it's time to evolve, the game simply looks at these values and compares them (and checks a couple other very specific things). It's deceptively simple, but my point is you don't need a different outcome for every possible permutation.

In Don't Starve, many ingredients are interchangeable, and if you do something that doesn't fit within any recipe, it'll come out as a misfire (resulting in "goo" or whatever).

I used to play Star Wars Galaxies. The items you could craft would be of varying strengths based upon the stats of the ingredients. It was pretty cool. Lots of variability within each item.

Yeah, there's nothing wrong with that, but I want this to be a very intentional experience. I want the player to get excited when she finds a rare flower and not feel like she has to pluck every single common flower I'll have strewn throughout the game just because it's "good for something."

I believe I've mentioned before that the flowers you pluck will wilt if you don't brew them fast enough, but flowers in the world will regrow pretty quickly. This is to discourage hoarding.

There's probably also going to be some kind of a limit on how many potions you can hold at a given time if I can decide how to do that best. For example, if I say that you can hold X of each 16 potions then what's stopping the character from holding more of one potion and less of the others? It feels very artificial to say there's more space for potions A and B but not for C when A, B and C could be anything. But if I say you can hold X potions total of any kind, then that causes a dilemma when you find or want to create more potion A but potion B is taking up the space you want to use. Then I have to create a whole inventory management menu and I should probably keep track of dropped items in case the player makes a mistake or changes her mind and it all gets really messy.
 

Jobbs

Banned
Yeah, there's nothing wrong with that, but I want this to be a very intentional experience. I want the player to get excited when she finds a rare flower and not feel like she has to pluck every single common flower I'll have strewn throughout the game just because it's "good for something."

I believe I've mentioned before that the flowers you pluck will wilt if you don't brew them fast enough, but flowers in the world will regrow pretty quickly. This is to discourage hoarding.

There's probably also going to be some kind of a limit on how many potions you can hold at a given time if I can decide how to do that best. For example, if I say that you can hold X of each 16 potions then what's stopping the character from holding more of one potion and less of the others? It feels very artificial to say there's more space for potions A and B but not for C when A, B and C could be anything. But if I say you can hold X potions total of any kind, then that causes a dilemma when you find or want to create more potion A but potion B is taking up the space you want to use. Then I have to create a whole inventory management menu and I should probably keep track of dropped items in case the player makes a mistake or changes her mind and it all gets really messy.

I'd just do it the artificial way. It seems more straightforward. People will accept rules like that in a video game.

BTW, in Dragon's Dogma some things would rot in your inventory, but they wouldn't throw themselves away. Make sure to auto toss things that rotted. It's annoying.
 
Oh I posted about it some in the indie dev thread.

The main thing it's going to be used for right now is potion making. So you'll go out and find these recipes for potions but they're written in Inimnth, not English, so you have to get them translated before they become useful to you (after which point you can brew those potions at cauldrons/bonfires). It's kind of the equivalent of Latin or whatever ancient language you always see witches using for their magic in this world.

For example you might find this and not know what to do with it:


Getting it translated will reveal that the text says:


Most of the other potions also require incantations which must be uttered in Inimnth. I think I may also use it for flavor text on certain items you can find, kind of like audiologs I guess. It's also (late game spoilers)
the language that the aliens will speak once you run into them, and will be used for signs and writings all over the underground alien ruins.





https://www.youtube.com/watch?v=KtvgXAykIac

Kinda like how No Man's Sky does it. I like that.
 
I'd just do it the artificial way. It seems more straightforward. People will accept rules like that in a video game.

BTW, in Dragon's Dogma some things would rot in your inventory, but they wouldn't throw themselves away. Make sure to auto toss things that rotted. It's annoying.

I think you're right.

Also if the rot gets thrown out automatically then don't you think that could lead to player confusion? There should probably be some kind of notification at least.
 

SystemBug

Member
I kinda like the rotting of inventory items in Dragon's Dogma. Puts a consequence to not travelling light and not managing your inventory properly.
 

Jobbs

Banned
I think you're right.

Also if the rot gets thrown out automatically then don't you think that could lead to player confusion? There should probably be some kind of notification at least.

Here's the answer. Leave a "rotted item" graphic in the slot, but make it operate as if the slot were empty. I.e., it can be overwritten as needed. Micromanaging all of these ephemeral things just seems like a drag.
 
Yeah, there's nothing wrong with that, but I want this to be a very intentional experience. I want the player to get excited when she finds a rare flower and not feel like she has to pluck every single common flower I'll have strewn throughout the game just because it's "good for something."

Everyone, learn from this woman.
 

FloatOn

Member
New class is going to be super cool. Which is surprising for a class called business english. I thought it was all going to be rudimentary and it still may be BUT the assignments sound fascinating. Apparently over the course we will be divided into teams and all the assignments will revolve around our teams providing actual technical writing for actual non-profits. So this week, outside of the reading I have to find a non-profit I want to help and then next week pitch it to the class. Each student will do this and by the end of next Monday we should have 3 teams that will help 3 different non-profits. They call it "service based learning".
 

zeemumu

Member
I don't want to make a habit of going home and drinking myself into a coma every time I have a bad day, but I might need it today
 

FloatOn

Member
Pronouncing the "t" in "often". Yes or no?

Hard yes. Enunciation is important.

Next question, it's raining against my window right now which is going to make falling asleep awesome. Do I want to ruin that by watching an episode of the Americans before drifting off? Y/N?
 
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