Need your thoughts on Hunger, Combat, Death
Posted: Sun Nov 30, 2014 11:16 pm
My IF-time lately has mainly been spent focusing on a pair of smaller projects I'm working on, but I still open up my Open World WIP occasionally, and I spend a lot of time thinking about how I'd like to implement certain things when I eventually get around to them.
I'm also considering releasing a demo one of these days just to prove I have something to show for the time I've spent on it, but I'm determined not to do that until I have all the technical details ironed out and the...'physics' or 'framework' of the world (if that's the right term) working as intended.
In my design document I've got a whole list of things like day/night/lunar cycles, money system, crafting details, transportation system, etc. and how all these things will work, and in some cases these are already pretty much implemented, but there are a few things I've been deliberately putting off. Most notable would be the dreaded hunger, combat, and death mechanics. These are all pretty standard features in MUDs and many simulation or RPG games but I'm at a loss when it comes to implementing them in a meaningful but non-annoying or tedious way for IF.
First off, hunger. Right now I've got the player set on what I think is a very generous timer of only having to eat once a day (once every 400 turns, though that will probably be tweaked now that I've got Xenos and Campbell's time systems to work with...). After that day you start getting hunger warnings once every 100 turns, but I'm not sure where to go from there. At the moment the warnings don't actually lead to anything. I want some kind of penalty to come into affect after about three days of starvation, but I'm having trouble coming up with good ideas as to what. I do know for sure though that I don't want hunger to have anything to do with a traditional hit point system. (honestly I really don't want even combat to have anything to do with hit points if I can avoid it...)
And speaking of combat, that's another problem. I have never ever ever played an ADRIFT game that implemented combat in an interesting way. Though I vaguely recall TDS had something in his game Light Up I liked, basically requiring the player to type actual commands instead of just 'kill whatever' and leaving the default combat system to take over. Combat in Open World will possibly work somewhat like that...you'll start off with basic commands like 'kick, hit, dodge' and gradually learn more through various methods.
I'm thinking too that it should be something the average player only runs into if they're deliberately looking for it. Joining the fighter's guild, challenging someone to a duel, entering a gladiator's competition, exploring an area of the map explicitly described as dangerous, things like that.
Other than that I'm open to any suggestions or thoughts...out of all of them this is the system I've given the least thought to, since until recently I wasn't sure if I was going to include it at all. (And I'm still not unless I can figure out a way to keep it interesting.)
Of course, combat can lead to death. I know some people can't stand the idea of dying in an IF game at all, but I think, borrowing elements from MUDs and mainstream games, I've found a good compromise where it usually takes several almost deaths (played off as getting knocked unconscious and moved to nearest friendly location with the loss of some money or items, except in the most extreme cases) to equal one real, permanent death. Which will likely be rendered moot by UNDO, but whatever. And as always you can just choose to play your character peacefully and avoid all that anyway.
Does anybody have any thoughts about any of this one way or another? As a player how would you prefer this stuff be handled?
I'm also considering releasing a demo one of these days just to prove I have something to show for the time I've spent on it, but I'm determined not to do that until I have all the technical details ironed out and the...'physics' or 'framework' of the world (if that's the right term) working as intended.
In my design document I've got a whole list of things like day/night/lunar cycles, money system, crafting details, transportation system, etc. and how all these things will work, and in some cases these are already pretty much implemented, but there are a few things I've been deliberately putting off. Most notable would be the dreaded hunger, combat, and death mechanics. These are all pretty standard features in MUDs and many simulation or RPG games but I'm at a loss when it comes to implementing them in a meaningful but non-annoying or tedious way for IF.
First off, hunger. Right now I've got the player set on what I think is a very generous timer of only having to eat once a day (once every 400 turns, though that will probably be tweaked now that I've got Xenos and Campbell's time systems to work with...). After that day you start getting hunger warnings once every 100 turns, but I'm not sure where to go from there. At the moment the warnings don't actually lead to anything. I want some kind of penalty to come into affect after about three days of starvation, but I'm having trouble coming up with good ideas as to what. I do know for sure though that I don't want hunger to have anything to do with a traditional hit point system. (honestly I really don't want even combat to have anything to do with hit points if I can avoid it...)
And speaking of combat, that's another problem. I have never ever ever played an ADRIFT game that implemented combat in an interesting way. Though I vaguely recall TDS had something in his game Light Up I liked, basically requiring the player to type actual commands instead of just 'kill whatever' and leaving the default combat system to take over. Combat in Open World will possibly work somewhat like that...you'll start off with basic commands like 'kick, hit, dodge' and gradually learn more through various methods.
I'm thinking too that it should be something the average player only runs into if they're deliberately looking for it. Joining the fighter's guild, challenging someone to a duel, entering a gladiator's competition, exploring an area of the map explicitly described as dangerous, things like that.
Other than that I'm open to any suggestions or thoughts...out of all of them this is the system I've given the least thought to, since until recently I wasn't sure if I was going to include it at all. (And I'm still not unless I can figure out a way to keep it interesting.)
Of course, combat can lead to death. I know some people can't stand the idea of dying in an IF game at all, but I think, borrowing elements from MUDs and mainstream games, I've found a good compromise where it usually takes several almost deaths (played off as getting knocked unconscious and moved to nearest friendly location with the loss of some money or items, except in the most extreme cases) to equal one real, permanent death. Which will likely be rendered moot by UNDO, but whatever. And as always you can just choose to play your character peacefully and avoid all that anyway.
Does anybody have any thoughts about any of this one way or another? As a player how would you prefer this stuff be handled?