Author Topic: General Discussion  (Read 3821742 times)

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Offline DarkTl

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Re: General Discussion
« Reply #3795 on: October 09, 2014, 01:01:05 PM »
At my revision of code, slaves can equip all kinds of weapons just not participate in combat or train for it. Should I disable them equipping normal weapons and auto-equipping for combat because what you requested seems possible atm.
I personally think that talking about slaves riots and wars and their serious consequences, and then just allowing slaves to walk around with dual lethal weapons breaks both the story and ambience.

Another thing, should we add not just "none-weapon" but something like service-tool/sex-tool/training-tool and etc? Would be potentially useful for auto-equip methods and "Broom" can count as a weapon by the same logic for service as Dildo Sword counts for sex?
Yup. I guess we can rename weapon slots to left/right hand slots in gui, and use things like broom and stuff.

I am not going to code this until this is discussed a bit... maybe we should allow "small weapon" non weapon types as well, like feather duster for example...
Of course we should. In fact, we already have several nonwapon type small weapons.

Putting them on map - I'm against that. The town maps are already small and packed with places to explore and meet girls.
We need more maps. We won't be able to show everything at one map. Four maps, four quarters, I guess.
« Last Edit: October 10, 2014, 02:18:06 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #3796 on: October 09, 2014, 01:23:58 PM »
We need more maps. We won't be able to show everything at one map. Four maps, four quarter, I guess.

Yeah, I prolly should have said "in locations", not "on map". Maybe even in the actions (some) or on pictures like we do with shops whenever possible.

*Noted on weapons/items front, I'll try to take care of that this weekend if time permits. Will prolly do elementa descriptions first, it's a bit simpler/faster.
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Offline Xela

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Re: General Discussion
« Reply #3797 on: October 09, 2014, 02:12:30 PM »
...

Added elements descriptions to the SF. Neutral is missing, "Air" you named "Wind" for some reason and Darkness/Light have the same descriptions. Also tooptip auto-expands (looks a bit odd) on descriptions this long so I can either use smaller fontsize or the existing descriptions need to be shrunk :)
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Offline MrKlaus

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Re: General Discussion
« Reply #3798 on: October 09, 2014, 03:25:52 PM »
Added elements descriptions to the SF. Neutral is missing, "Air" you named "Wind" for some reason and Darkness/Light have the same descriptions. Also tooptip auto-expands (looks a bit odd) on descriptions this long so I can either use smaller fontsize or the existing descriptions need to be shrunk :)

 Will rewrite. How many lines MAX? So it would look good? Or how many signs?
Neutral – didn’t touch that at all. Going to create.

The Air/Wind -  ok that probably came from the: “fire>wind>lightning>earth>water>fire”, will change Wind to Air when rewriting.
Light and Darkness have one description because there are tight together. One can’t exist without the other. If you want, I will make separate descriptions for them.
 
Yeah, I prolly should have said "in locations", not "on map". Maybe even in the actions (some) or on pictures like we do with shops whenever possible.
On location is sounding OK for me. I don’t know how we stand with the slums facilities concept, but I wanted to propose those:
Brothel – own by competition, MC can recruit hookers here.
gambling den – maybe add some poker or something to the game?
drug dealer -
pawn shop – selling shit other shops won’t buy, and buying here some shit other shops don’t sell (but with the sex items you probably were thinking about adding a sex shop or something like that?)
loan shark – MC can take a loan for a period of time. After failing to pay up or killing the loan shark, game over.
 
We need more maps. We won't be able to show everything at one map. Four maps, four quarter, I guess.

 Current map goes to scrap? I thought that the map had potential. The castle on the hill in the middle could be the guards HQ, slums could be added in the area under the arena and above the tavern. The rich folk would be in the high right corner where the palace is.

And to clarify one thing; PyTFall is one giant city and MAYOR part of the empire/kingdom/union or more a medium/small size city being a part of something or a City-state with its own rules?


ALSO, adding some of the new back stories for the MC, outsider, comming to PyTFall to turn things around:

 Weapon broker
I know two things about weapon and armor. How good they are and how much I can get for them. I was a weapon smuggler, profiting from the law that banned providing the empire technologies to less developed communities and its enemies. Selling harder armor and shields that would withstand enemies weaponry to one side and selling to the other side, weapons that would pierce thru enemy armor. With discovering new lands and internal conflicts between natives, selling my goods was a really profitable business. Unfortunately I lost my cautiousness around my business partner. That bitch reported me to the authorities. Luckily there still was a high ranked man inside the guards that was on my side. Pulling every favor and bribing my way out, I managed to flee the city unharmed, but only with fraction of my fortune. The worst part was that I didn’t predict betrayal from this side. My own, fucking wife turned me out.
 



Retired soldier
Once I was know under a different name. I was a soldier in service for a minor noble. Being one of the best, I was pretty confident in getting the captain rank quite quickly. But I got robbed from my promotion in favor of the nobles nephew. Under new commanding officer, my squad got the assignment of escorting a cart with payment for soldiers in another outposts. Not half a day from our starting point, in the woods we got ambushed by a bandit raid. It was a bloody mess. The outcome was quite gruesome. We manage to slaughter all of them but the losses were huge. Under the poor commandment, only three men survived. The nobles nephew that was in command, his bodyguard and me. Looking at face of my killed brothers I approached the commander. One swift cut and the bodyguards head had hit the ground before his body did. Stunned and paralyzed with fear that stinking brat just stood there. The expression on his face when I stabbed him was priceless. This situation gave me an idea. I switched my uniform with the least blood stained clothes of a killed bandit. Afterwards I  smashed his head so no one could recognize the face. Carrying the payroll casket under my arm I vanished without trace.

Other stories in progress:
- Scholar with small budget for his experiment
- Kicked out mage
- Sex toy inventor
- Treasure hunter
- Cast away
- Previous gang member
- Breath mint smuggler
- Escaped from abusing family
- Kicked out of town
 
I’m open for any other suggestions about the MC past.
 
« Last Edit: October 09, 2014, 03:32:37 PM by MrKlaus »

Offline Xela

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Re: General Discussion
« Reply #3799 on: October 09, 2014, 04:19:43 PM »
 I don't know how many lines, maybe simply a smaller font. Keep it structured in the same way when you can so they look and feel similar.

Hold off on MC stories for now, Gismo is working on graphical and logical structure for the mc setup atm, I've seen some really good sketches and ideas, after that's finished you'll see what is needed. .

Not sure about the map, Gismo once again found some really good options but the current city maps are both really good.  I wonder what soft huntsman used to create worldmap in the new dragon game... might be an option for the general map.

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Offline CherryWood

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Re: General Discussion
« Reply #3800 on: October 09, 2014, 04:31:34 PM »
I don't really understand what should these MC stories do in the game...

Offline Xela

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Re: General Discussion
« Reply #3801 on: October 09, 2014, 04:42:37 PM »
I don't really understand what should these MC stories do in the game...

You should see my pm box :)

They are supposed to enable bonuses or penalties at the start of the game, enable some quests in the future, setup extra flags and make mc setup screen look cool. Gismo is done with the first prototype, he'll post it when he can. Apparently he even wrote some texts.

They can also launch different game intros if we ever get that far.

@Klaus:

Pytfall is a city state near an empire. I wrote some basic sketches few pages back in this thread but it never started a discussion...
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Offline MrKlaus

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Re: General Discussion
« Reply #3802 on: October 09, 2014, 06:04:52 PM »
I don't know how many lines, maybe simply a smaller font. Keep it structured in the same way when you can so they look and feel similar.

Hold off on MC stories for now, Gismo is working on graphical and logical structure for the mc setup atm, I've seen some really good sketches and ideas, after that's finished you'll see what is needed.

 So, rewriting the elements is on or are You going with the current version and smaller font? If rewriting, I will go with a schematic style like You suggested. The way the previous have been created, was to have a little feeling of randomize (NPC would be describing and I felt that more “chaos” approach would be better than a “machine recorded information” or text book style description).

MC stories put on hold. Waiting for Gismo’s work outcome. 
 

Offline Gismo

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Re: General Discussion
« Reply #3803 on: October 09, 2014, 08:14:51 PM »
I wonder what soft huntsman used to create worldmap in the new dragon game... might be an option for the general map.
It's from another game Vampire Legend seen on DeviantART big clean version.


Ok here is my work on MC-screen.
Try to describe my view of MC-story structure. It's still just an idea and how it might look.


 We have the left and right part of the screen which are involved in the structure.

<Left Side>
- She is responsible for the main story. The hero personally doesn't participate in this. It's for family history. (Father, Mother, sister, brother - all or one of them. Who they were. That with them became. That was reached. )
- Player's choice on this part screen gives a greater reward. (Big pluses for characteristics, amount of gold, shack in inheritance, cellar with the old weapon and all the rest, on what the imagination will be enough.)

Let's look at a screenshot, that at number one.
- Here we choose the general direction of story (For an example - merchant, soldier, scholar and noble). I think, we can add here so much, how many we will want (scrolling).
Having chosen one option, smoothly appears section 2 on a screenshot.
- Here the story opens more specifically. (All options from 1 have their own 2). The description of the story starts appearing from here.
When the player chooses one of options smoothly appears section 3 in right screen part.

<Right Side>
- Player's choice on this part screen gives a small reward.
- This part all for the hero. (Stats, his role in the story, his achievements).
Section 3 consists of two main squares (The description, than the hero was engaged in the story from section 2), each of which has 3 options on a choice (Additional reward and story).

Now, in order (Options that is selected in the screenshot, they are not highlighted):
> Main story - Merchant
> Specifically - Caravan
> Player part - Defender of the caravan
> Additional part - Sword

Well, it's all, tried to describe as could )
P.S. I apologize for bad English.

Offline Xela

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Re: General Discussion
« Reply #3804 on: October 10, 2014, 01:23:02 AM »
It's from another game Vampire Legend seen on DeviantART big clean version.

I see... thought it was made with Heroes of Might and Magic editor with some extra overlay elements. This prolly is not really important atm.
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Offline DarkTl

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Re: General Discussion
« Reply #3805 on: October 10, 2014, 02:36:58 AM »
Current map goes to scrap? I thought that the map had potential.
More like it will be a general city map, where you can select some places and quarters, and quarters should have their own maps. While I'd hate to overload gui with multiple maps, we cannot show everything at the current map, it's way too small.

Also we still need a world map. Well, not actually world, but region at least. I recall someone wanted to make one some time ago, but disappeared unfortunately.

Ok here is my work on MC-screen.
Looks great, I have no objections.

Btw, that part with MC stats is supposed to be temporarily until we'll have several MC's with different backstories (=different stats). While we still could show them, we don't need to change them, so arrows are no longer needed.

Offline livingforever

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Re: General Discussion
« Reply #3806 on: October 10, 2014, 07:56:23 AM »
Hi!
Looks great, I have no objections.
Except that the fonts make my eyes bleed.

I'll just quote myself here (I know, not cool) and look for free alternatives (reposting so you can, too):
The fonts are styled more than desirable and there are too many different fonts. The second problem is simple: Settle with a maximum of three fonts: Navigation elements, text and titles. Note that titles don't necessarily need an own font.
Navigation elements (e.g. the buttons on the talk panel) should have a simple, sans serif font without effects that is very easy to read. The spacing may be a bit wider than usual.
Titles (e.g. the buttons on the main page) should also be sans serif, but it may be ornamental. The spacing should be wider than usual, depending on the font. Lining numbers are desirable, effects are optional. Optionally, the navigation element font can be used if you do not want an ornamental font.
The font for text can be sans serif, but most prefer serif fonts for continuous texts. It should be proportional, the numbers may be non-lining and it musn't be ornamental. Normal spacing is preferable, no effects should be used.

Also, tagger progress in a nutshell:
  • Interface designed, implemented and mostly ready... but changes to the tag structure can't be saved yet
  • Error handling done, save handling in progress, undo handling planned
  • Most application logic done, but not tested
  • Character imports and modification designed and outlined, implementation has a low priority
€dit: Aaaaand.... please no maps for things that don't need one. If it doesn't fit on the main map, a menu might be a better idea (not saying that it is, just hinting that it should be thought about).

Have fun!
« Last Edit: October 10, 2014, 08:12:48 AM by livingforever »

Offline Xela

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Re: General Discussion
« Reply #3807 on: October 10, 2014, 11:48:09 AM »
Hi!Except that the fonts make my eyes bleed.

I remember, we'll try to normalize fonts, it's just that there are some many that I like, Gismo likes and other dev team members like :D

Do you have decent "Normal" and "Medieval" fonts that would be easier on the eyes (I don't really mind even the current setup, but I am prolly in the minority on this issue + it is kinda obvious that we need to generalize fonts same as graphics)?

€dit: Aaaaand.... please no maps for things that don't need one. If it doesn't fit on the main map, a menu might be a better idea (not saying that it is, just hinting that it should be thought about).

Agreed, we need to stuff our city with some decent content before we add more, we can at least test world map if there is a decent option for it but not put it in the game. Gismo has some ideas I believe.
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Offline Xela

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Re: General Discussion
« Reply #3808 on: October 10, 2014, 12:09:11 PM »
Btw, that part with MC stats is supposed to be temporarily until we'll have several MC's with different backstories (=different stats). While we still could show them, we don't need to change them, so arrows are no longer needed.

There is a small chance that I'll finally get some time for the project (tomorrow) so if Gismo pushes by then, I'll try to give it a look. We could give Extra points + higher MAX and still allow customization for example. I'll consider what's more logical and what "writes" better/simpler code.

There is a new "Card" game in the new version of Alkion (replaces battle sequence). We might copy that into CW's tavern as a minigame, maybe we can even get Roman to integrate it for us :D

(take a look when you get some free time, make sure to attack the mod before it attacks you or game'll crash)
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Offline Eliont

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Re: General Discussion
« Reply #3809 on: October 11, 2014, 03:39:01 AM »
(take a look when you get some free time, make sure to attack the mod before it attacks you or game'll crash)

I think i fix it.
http://www.pinkpetal.org/index.php?topic=3493.0
English is not my native language, please excuse me for grammar issues.