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- Deybrek05/22/2019
- Yo. So. Creating a space for post a pic farming questions:
- Namely, where do you diverge from stardew in badlands? Do you have skill rolls? Randomness? Skill challenges? Random "events" like zombies are my damn cow?
- Can you forage in the wreckage of civilazation for canned beans when the farm is failing?
- How much combat? We discussed having very little but I do love the idea of being able to tame HORRIBLE THINGS and repurpose them for farming.
- Malathyne05/22/2019
- https://karkitty.tumblr.com/post/184921795838/apathetic-revenant-you-know-what-i-want-a
- saving this for posterity
- as the original inspiration
- as far as randomness goes: i only really like it in terms of loot/items/rarity stuff like how stardew does it. stardew actually generates a LOT of the random stuff at the start of a new save so it doesnt need to be generated during play
- and i dont end to like skill rolls in video games? i tend to prefer "i either meet the criteria or i dont" instead of "i need to savescum to get the result i want"
- i do like the idea of random encounters though, similar to the way fallout does them
- but not necessarily "zombies ate my cow" or anything that would take a hit to your hard-earned resources, thats always a drag when it happens randomly and can suck the fun out of it
- i dont know if i'd want you to be able to scavenge food from ruins, though. scavenging new types of seeds would be cool but unless we aim for a specific fallout-esque "it had hella preservatives" (which ties into the Thematics™ of fallout honestly so i'd want it to be equally significant) idk if i'd want being able to dig up edible fancy lad snack cakes
- ... a special rare fruitcake item thats still edible would be hilarious though
- you make a point about taming horrible creatures though. bc if they dont pose an actual threat a la combat, theyre not really that horrible
- so generally: im leaning harder on the way stardew/harvest moon does things than borderlands
- Malathyne05/22/2019
- something else we'll want to consider is if we want magic to be a thing, and how much of a thing if yes. bc thats a staple in the harvest moon games as well as stardew, and honestly... with studio ghibli being such an inspiration and cornerstone for me......... but mainly we'd wanna figure out if thatd fit into what we wanna do
- bc like. ages and ages ago i saw this and its encapsulated a lot of #me http://zandraart.tumblr.com/post/183774305946/forest-of-wires
- Deybrek05/23/2019
- Ok, I think im getting an aesthetic idea. Last 2 q before I pass out for the night. Firstly, and this ties to the do you want magic thing... What KIND of apocalypse was it? the aesthetic here can inform a lot of decisions
- And secondly... What kind of advanced goals do you have? In harvest moon/stardew you want to collect a lot of money and maybe boink everyone. But the money thing... doesn't really work necessarily?
- Maybe the size of your area and the number of people it can support?
- Basically a thing that means I'm WINNING beyond maybe just still being alive, a key thing for bleak art post apoc.
- Also, I must say this.
- THAT PICTURE IS GORGEOUS
- I love the sacred beast imposed over the powerlines
- That does a lot for me.
- Malathyne05/23/2019
- if you look, there are normal deer there with it
- which just enhances the whole thing
- Deybrek05/23/2019
- I SEE THEM NOW
- as;doighaosihga'sd
- k
- Malathyne05/23/2019
- its SO GOOD
- Deybrek05/23/2019
- ...I like it
- ah, I remember you saying more distinctly ghibli
- sorry i had forgotten
- so, technology bad, nature good, flying machines best.
- ...that does inform aesthetic
- Malathyne05/23/2019
- as far as type of apocalypse -- im thinking maybe war, but maybe so long ago no one knows what the fighting was really about? esp if we factor in princess mononoke/spirited away/harvest moon/generally shinto style magic like in that pic
- Deybrek05/23/2019
- ok, that makes sense
- So, its like a post post apocalypse
- Malathyne05/23/2019
- humans shaped the world and destroyed themselves but nature is still there and lives on. there are things bigger and more ancient than you out there
- Deybrek05/23/2019
- I like it
- Also brings in faeries for neat things to happen, and PLANT MONSTERY THINGS
- Malathyne05/23/2019
- very "now we have to live in this world that we dont dominate so we must coexist within it" (maybe "re-learn how to coexist")
- Deybrek05/23/2019
- which can be tamed, and farmed
- Ok, that sums up the informed design very well.
- Malathyne05/23/2019
- my imagination is more japanese style spirits than fae but im also a sucker for fae shit too
- Deybrek05/23/2019
- ah, yeah. I'm a lazy shit so i say fae when i mean other stuff. sorry
- Malathyne05/23/2019
- LOL no worries
- Deybrek05/23/2019
- I do love that style of spirit. Basically small mischeveous thingies that have childlike minds and sometimes do cool stuff when treated well
- or sometimes play pranks
- those little scamps.
- Malathyne05/23/2019
- im not super big on the "tech bad" aspect tho as much as... the fallout thinking of "its what the people who use it use it for"
- Deybrek05/23/2019
- haha, fair. Was just kinda chanting the ghibli mantra
- Malathyne05/23/2019
- portia has a conflict between the two styles of thinking
- Deybrek05/23/2019
- I STILL NEED TO PLAY THAT
- Malathyne05/23/2019
- the church is very yevon-like TECH BAD and then theres the scientists going "please chill"
- but its very polarized and i want it to be more shades of gray than that
- and i dont want tech vs nature to be the theme of the actual game, but maybe part of the lore backdrop of pre-war stories
- and have it not influence gameplay at all so its down to personal interpretation of it
- Deybrek05/23/2019
- I like that as well. You said yevon
- IM DOWN
- ...obligatory noojie woojie comment...
- cough
- Malathyne05/23/2019
- yevon wrt portia to clarify
- also as far as goal goes: the state of the farm/community was what i was thinking for win condition
- setting up your farm/community/house/decorations/clothing how you want
- Deybrek05/23/2019
- Ok, nice. It just feels good to have a visual reminder that you are doing very well, even if it's a money number
- Malathyne05/23/2019
- getting married, etc
- yyyyyy
- Deybrek05/23/2019
- especially when you are in post apoc
- I like it
- Also yes. Decorations = y
- Malathyne05/23/2019
- i figure the Numbers satisfaction will be skills
- Deybrek05/23/2019
- Ok, sounds good.
- Malathyne05/23/2019
- and resource numbers maybe?
- food/water/happiness/defense/etc like fo4
- Deybrek05/23/2019
- See, that's good. Was curious. Since you don't have the Sell to company thing like in harvest moon and stardew
- like, maybe you can just send it to a community silo
- and since you're providing basic necessities, other move in
- like gather wood, get a carpenter
- Malathyne05/23/2019
- yyyyyy
- Deybrek05/23/2019
- gather enough food/water/feed? horse seller
- Malathyne05/23/2019
- and if you dont want to lean as hard on the community aspect, those numbers could be about supporting yourself/your farm instead
- Deybrek05/23/2019
- True.
- Malathyne05/23/2019
- advancing the state of your farm
- Deybrek05/23/2019
- I like it. Allocate too much, others get hungry and don't show up/leave
- Malathyne05/23/2019
- yyyyyy
- Deybrek05/23/2019
- i mean, everyones gotta eat
- Malathyne05/23/2019
- plus like we GOTTA have a nice cooking/recipe system
- Deybrek05/23/2019
- well, yeah
- that goes without saying
- Malathyne05/23/2019
- so hoarding things for yourself and making nice meals for yourself (for stat bonuses?) versus sharing with the community
- Deybrek05/23/2019
- hm
- I like it
- Malathyne05/23/2019
- and leaning hard on the community is valid too because if you get, say, cooking-oriented workers to make that stuff for you
- so you can focus on other things
- instead of putting the focus in the skill yourself
- Deybrek05/23/2019
- yyyy
- Malathyne05/23/2019
- also i feel part of the required ghibli inspired look is Moss
- Moss Growing In Between Stone Walls etc
- Deybrek05/23/2019
- ah. yeah.
- Deeply agree. and random glowy bits
- is it the radiation? or forest spirits? YOU JUST NEVER KNOW
- Malathyne05/23/2019
- yes
- sometimes its both and thats when its a real bad day
- Deybrek05/23/2019
- either way, maybe dont drink the water?
- lol
- Malathyne05/23/2019
- if i can figure out how to make it work, the Dream is to have something that combines fallout grunge + ghibli nature + some pastel shit
- bc thats the #mala
- Deybrek05/23/2019
- haha. Yeah, I like that combo aesthetic
- A lot.
- Malathyne05/23/2019
- maybe making magic a lot of glowy pastel lights
- Deybrek05/23/2019
- dammit, google let me down. Put in FALLOUT + Ghibli + lisa frank
- nothing
- BOO
- speaking of mala
- as close to the above design as I can get
- horrific mutated dolphin creature that still fires rainbows
- wait no
- theres more
- https://youtu.be/cIC8Nlwr2jc
- BLEVENTEEN
- Malathyne05/23/2019
- ncjzkamsmfm
- Malathyne05/24/2019
- so for marriage candidates i think something thatd be cool is if like... we had some pre-made characters, but then also had a selection of randomized npcs? and we could base their likes/dislikes off of an 'element' or 'zodiac' or etc type system. inspiration for that comes from helix waltz, bc each of the important npcs (named, etc) have an element attributed to them, and it affects the kinds of foods they like (so everyone of a fire element likes spicy food, for example)
- or maybe at least do that for our filler townspeople... :thinking:
- Deybrek05/24/2019
- Ok, so. I love this, and would like to see this be based perhaps on the Chinese five elements, (for food likes ad personality) but... Since this is the first real "complex" data idea, we need:
- A writeup of what an npc is, in order to generate them. Meaning, a list of nouns that describes traits we want (health, personality, name, stats, hunger, morale, etc)
- And verbs for what they can do (eat, consider leaving, die, age, etc.)
- If we can get that put together, then generating them is a thing I can super help do. Maybe put together a code tutorial if anyone cares, too.
- Maybe a Google doc I can pin here if you make a link?
- Malathyne05/25/2019
- okay so amendment to the element thing, as inspired by convo with jacob on the way home
- this will remove the random generation element and make more work for the character design side of things, but: what if we animal crossing it
- that way there isnt the problem of "i'm attached to this randomized npc and i'll never see them again in future playthroughs" and can make town building more meaningful
- i was thinking we can have, say, three or four 'categories'/'alignments' for the characters
- element (for things they like), good/evil, lawful/chaotic, and faction
- and depending on how the town is built and whats available there and how you decorate it, itll affect the likelihood of it pulling characters from the specific categories
- so if you put a lot of flowers in your town and go very cutesy, you're more likely to pull characters that are wood element and good alignment
- jacob suggested specifically a percentage system so that planting a flower raises the chance of drawing a wood element character by a small percentage
- etc
- this can also apply to how your town is governed for the law/chaotic types
- also maybe we could do five alignments?? and add a "temperament" option (more similar to animal crossing personality types)
- and since we'll have five elements, having five alignments would make sense
- (and five might become our magic number)
- Malathyne05/27/2019
- idea: we can randomly generate the character info and design ideas and then write the animal crossing style characters off of that :thinking: so its just... random generation for ourselves but still
- Deybrek05/27/2019
- I do like this. I really need to start up or see a doc with the list above. As a side note, we can prob do just a bit better than animal crossing if we have a morale system.
- Malathyne05/27/2019
- yyyyyy i was thinking about what all categories to have
- Deybrek05/27/2019
- You know, little happy or mad emojis and changed dialogue
- Malathyne05/27/2019
- i do think that aiming for the number of villagers in the first animal crossing would be a good idea
- i love the morale system idea
- Deybrek05/27/2019
- Fair. Not to mention assigning them jobs like the characters in harvest moon or stardew
- Bartender, doctor, general store
- Since the town was supposed? To be empty at first? Not sure
- Also, and this is important, did you want multiplayer?
- Malathyne05/27/2019
- yyyyyyyy, i was thinking we'll have to decide what our job system was and etc before we could really start on assigning jobs (or maybe even designing characters, the setting also needs to have real development to be able to do that properly)
- i dont think i want multiplayer
- that sounds like an extra headache
- Deybrek05/27/2019
- Ok
- Malathyne05/27/2019
- like that can be slotted as a Future™ thing
- just like a magic system for player characters to learn
- as much as it pains me to not have one i dont know if it fits the themes of the setting so far + itd be an extra layer of complicated
- Deybrek05/27/2019
- Fair.
- As for magic I thought RITUALS would be better anyway.
- Malathyne05/27/2019
- i say that but i also want the NPCs to interact with each other LMAO
- oooo i like that
- Deybrek05/27/2019
- Like bring x items to y place for a weather or bonus
- Malathyne05/27/2019
- i like that a lot
- Deybrek05/27/2019
- Thanks, lol
- Malathyne05/27/2019
- rituals and like, making potions and using magical artifacts = good
- Deybrek05/27/2019
- Yeah.
- Malathyne05/27/2019
- spells to use at will = Sounds Much
- Deybrek05/27/2019
- Yes. It's also more of a combat system.
- Malathyne05/27/2019
- yyyyyyyy
- Deybrek05/27/2019
- The first GB harvest moon had an artifact umbrella you could open to make it rain. If you mean artifacts.
- Malathyne05/27/2019
- omg thats cute
- stuff like that would be good. and bracelets that increase a luck stat or make you run faster or etc
- stuff like that
- i say once again
- r e p e t i t i o n
- Deybrek05/27/2019
- Yeah, that sounds good.
- Malathyne05/27/2019
- anyhow, where do you think is a solid place to Start? i know we need to do solid worldbuilding for the setting as well as deciding what kinds of crafting systems and how we want the townbuilding system to work
- crops available
- monsters
- etc
- like me practicing pixels (which i still need to start) is one thing but thats not really /gestures
- Deybrek05/27/2019
- hm. So. It's important to start with an MVP (minimum viable playtest). the absolute minimum, then you can slot stuffs into it.
- trying to decide what is bare minimum. can use placeholder bad sprites, don't need art for it
- like be able to move around a map? maybe Plant a Thing? if we are being ambitious for this. Then, we have a better idea how to slot things into it, and can see growth from there
- if we get too ambitious early on, it will hurt
- but organizing it into parts will make it waaayyyy easier
- If you'd like my setting thoughts?
- TehyrPhoenix05/27/2019
- just make sure that you have a feature complete plan. It is much easier to add something late if you account for it in the initial design
- Feature creep murders games
- Deybrek05/27/2019
- I REALLY like the ghibli fallout combo world idea
- Well, yes. Hence getting it organized and Minimum feature complete. Then any features we add are just a bonus, and we at least have a working project.
- if you get caught up in Features and don't get it base working, that is what murders games
- ...also the above assumes we have a tight deadline and are super crunching to make money instead of just trying to (for now) have fun practicing and making a game. If we can make something awesome, fugg yeah. But I'm still learning how to do this stuff.
- so tight deadlines aren't necessarily a thing right now?
- Malathyne05/27/2019
- yyyyy pretty much
- especially since art practice and shit is going to be necessary. theres no timeline. main goal is to just have Something Functional that at least vaguely resembles our Dream
- also i'd love to hear your worldbuilding thoughts
- i like the idea of doing little steps on things though. start with Have A House. Have A Person. Plant A Thing
- thats the very foundation of it
- which means one question is gonna be what platform are we gonna use to make things in? i do have one of the rpg makers on steam
- VX ace, thats the one
- Malathyne05/28/2019
- what art style do we want, too :thinking:
- Deybrek05/28/2019
- These are tough questions. not ignoring, just thinking
- Malathyne05/28/2019
- there are So many pixel styles and its like... Which One
- on top of platform which will probably dictate the size of the things
- Malathyne06/01/2019
- i want to make superorganized channels for this project so bad LOL
- but i was thinking about location and what if its kind of remote, somewhere up in a valley in the mountains with the big old forest nearby and a small lake -- the location itself is nice, and not many people are in the area due to how difficult it is to get to (maybe have the mountains be very stormy/full of monsters?) -- the idea being that most of the combat will be with monsters and not people
- bc i dont know if we can really keep it combat lite per se while still being able to do all the other things we want + keeping in the post apoc style :/ but we dont have to have raiders everywhere and a constant problem
- ...at least not where the game is set
- the reason why i was thinking someplace remote/difficult to get to is because that will help explain why there really arent raiders up in the area
- so characters can still have pasts dealing with raiders and maybe in the future as an update we could add a feature of "once you get your town established X far, a gang of raiders starts coming in to prey off you" or something
- so that its something you dont have to worry about until you're well established and ideally by that point ppl who have played for a while will have new content to play with on their existing saves (all... very hypothetical but you get me)
- Malathyne06/01/2019
- also im going to hate myself for saying this but: if at all possible i'd love to have an animal-monster ecology thing going on
- Malathyne06/01/2019
- solution to killing monsters you like: once you tame one, you can use whatever animal product they produce and maybe some other stuff to put together into a recipe to give you a thing that makes those monsters not hostile to you :O
- and from there making special wards to keep monsters from getting into your farm ?? if we have that be a thing?
- i do like the idea of having multiple options to do the non-hostile mobs thing... maybe an option wrt farming the right components to make a recipe to do the thing. plus also when you bring in villagers some could help you make the recipes
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