Glad to hear you and Magotari are working on fdRPG -- that's great!
And congrats on getting accepted to Google SoC! They won't be paying
you a tenth of what you're worth. (but then again, neither is
I think I'm following with all that you're saying. It sounds like fun!
:) I like the idea of finding plans for a better gun in the warehouse
and taking it to Kevin and trying to get it developed. That sounds
like fun! :)
All of this sounds really good... I look forward to it!
On 5/26/06, Arthur Huillet <arthur.huillet@...> wrote:
> as you know, I am at the moment working on fdRPG, with help from Magotari=
> I would like to release 0.9.14 before the end of the summer (even though =
I've been accepted at the
> Google SoC, which will limit greatly the time I can spend on fdRPG). As u=
sual, this release will
> have lots of tiny improvements, but I would like to make it more than jus=
t a "maintener release",
> 0.9.13 having already been one.
> What I will focus on is improving the gameplay. My purpose is to make it =
more Fallout-alike. To
> that extent, I've already partly implemented chargers on ranged weapons. =
I've had an interesting
> chat with Magotari about the other thing I want changed, and I pasted the=
interesting bits of it
> Feel free to comment and send your ideas.
> [Shortened log begins]
> <Magotari> A gameplay idea: You said something about wanting to make rang=
ed weapons something
> desired... How about making the level 2 of the warehouse into an armory o=
f some sort? By now a lot
> of it is broken, but there might be a good gun in there or two...
> <Magotari> It would not take much either, just some weapon racks here and=
there... Instant armory.
> <ahuillet> yes, I want the player to see ranged weapons everywhere, to ge=
t killed by
> some ranged weapons, etc. in order to make him dream of them
> <ahuillet> exactly as in Fallout 2 when you begin with a knife
> <ahuillet> and the first time you see a shotgun you forget everything abo=
ut the world to
> concentrate on one thing : "where can I get a shotgun"
> <Magotari> Aye, I remeber that feeling.
> <Magotari> It was great.
> <ahuillet> that's the feeling I want to bring into fdRPG
> <ahuillet> because it's a vector of immersion
> <ahuillet> ... then you get your shotgun, it's funny and all for one hour=
, and the enemies begin to
> use heavy weapons
> <ahuillet> 10 see new item
> <ahuillet> 20 dream about it
> <ahuillet> 30 get it
> <ahuillet> 40 have a tiny bit of fun
> <ahuillet> 50 increase difficulty
> <ahuillet> 60 goto 10
> <Magotari> Sounds good. :)
> <ahuillet> for example, entering the red guard might enable you to get a =
laser .. pistol
> <ahuillet> all the previous quests having been done solely with swords an=
d the like
> <ahuillet> then you do one or two quests at the red guard, and they begin=
to trust you really, and
> they give you access to their best weapons
> <ahuillet> after that, you attack the bot factory, in which you see plans=
for better ranged weapons
> <Magotari> Sounds good. :)
> <ahuillet> bring it back to town, then to kevin, whatever, etc.
> <Magotari> Or maybe both town and kevin want the plans...
> <ahuillet> (btw, I love your idea of "too much bots on the player, purpos=
e is not to kill them")
> <ahuillet> (and I believe it fits very well on the path to the bot factor=
> <ahuillet> like the attack is planned, you go along with 3 red guards to =
attack the factory
> <ahuillet> and you're surrounded by bots on your way
> <ahuillet> then the purpose is to hack a little bit and RUN to get to the=
end of the level
> <Magotari> Or get overwhelmed.
> <ahuillet> after which comes the bot factory full of autoguns
> I'm not sure I am clear enough about what I want. Please tell me if I am =
right when doubting :)
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