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  1. Deybrek05/22/2019
  2. Yo. So. Creating a space for post a pic farming questions:
  3. 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?
  4. Can you forage in the wreckage of civilazation for canned beans when the farm is failing?
  5. 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.
  6.  
  7. Malathyne05/22/2019
  8. https://karkitty.tumblr.com/post/184921795838/apathetic-revenant-you-know-what-i-want-a
  9. saving this for posterity
  10. as the original inspiration
  11. 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
  12. 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"
  13. i do like the idea of random encounters though, similar to the way fallout does them
  14. 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
  15. 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
  16. ... a special rare fruitcake item thats still edible would be hilarious though
  17. 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
  18. so generally: im leaning harder on the way stardew/harvest moon does things than borderlands
  19. Malathyne05/22/2019
  20. 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
  21. 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
  22.  
  23. Deybrek05/23/2019
  24. 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
  25. 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?
  26. Maybe the size of your area and the number of people it can support?
  27. Basically a thing that means I'm WINNING beyond maybe just still being alive, a key thing for bleak art post apoc.
  28. Also, I must say this.
  29. THAT PICTURE IS GORGEOUS
  30. I love the sacred beast imposed over the powerlines
  31. That does a lot for me.
  32.  
  33. Malathyne05/23/2019
  34. if you look, there are normal deer there with it
  35. which just enhances the whole thing
  36.  
  37. Deybrek05/23/2019
  38. I SEE THEM NOW
  39. as;doighaosihga'sd
  40. k
  41.  
  42. Malathyne05/23/2019
  43. its SO GOOD
  44.  
  45. Deybrek05/23/2019
  46. ...I like it
  47. ah, I remember you saying more distinctly ghibli
  48. sorry i had forgotten
  49. so, technology bad, nature good, flying machines best.
  50. ...that does inform aesthetic
  51.  
  52. Malathyne05/23/2019
  53. 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
  54.  
  55. Deybrek05/23/2019
  56. ok, that makes sense
  57. So, its like a post post apocalypse
  58.  
  59. Malathyne05/23/2019
  60. 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
  61.  
  62. Deybrek05/23/2019
  63. I like it
  64. Also brings in faeries for neat things to happen, and PLANT MONSTERY THINGS
  65.  
  66. Malathyne05/23/2019
  67. 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")
  68.  
  69. Deybrek05/23/2019
  70. which can be tamed, and farmed
  71. Ok, that sums up the informed design very well.
  72.  
  73. Malathyne05/23/2019
  74. my imagination is more japanese style spirits than fae but im also a sucker for fae shit too
  75.  
  76. Deybrek05/23/2019
  77. ah, yeah. I'm a lazy shit so i say fae when i mean other stuff. sorry
  78.  
  79. Malathyne05/23/2019
  80. LOL no worries
  81.  
  82. Deybrek05/23/2019
  83. I do love that style of spirit. Basically small mischeveous thingies that have childlike minds and sometimes do cool stuff when treated well
  84. or sometimes play pranks
  85. those little scamps.
  86.  
  87. Malathyne05/23/2019
  88. 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"
  89.  
  90. Deybrek05/23/2019
  91. haha, fair. Was just kinda chanting the ghibli mantra
  92.  
  93. Malathyne05/23/2019
  94. portia has a conflict between the two styles of thinking
  95.  
  96. Deybrek05/23/2019
  97. I STILL NEED TO PLAY THAT
  98.  
  99. Malathyne05/23/2019
  100. the church is very yevon-like TECH BAD and then theres the scientists going "please chill"
  101. but its very polarized and i want it to be more shades of gray than that
  102. 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
  103. and have it not influence gameplay at all so its down to personal interpretation of it
  104.  
  105. Deybrek05/23/2019
  106. I like that as well. You said yevon
  107. IM DOWN
  108. ...obligatory noojie woojie comment...
  109. cough
  110.  
  111. Malathyne05/23/2019
  112. yevon wrt portia to clarify
  113. also as far as goal goes: the state of the farm/community was what i was thinking for win condition
  114. setting up your farm/community/house/decorations/clothing how you want
  115.  
  116. Deybrek05/23/2019
  117. Ok, nice. It just feels good to have a visual reminder that you are doing very well, even if it's a money number
  118.  
  119. Malathyne05/23/2019
  120. getting married, etc
  121. yyyyyy
  122.  
  123. Deybrek05/23/2019
  124. especially when you are in post apoc
  125. I like it
  126. Also yes. Decorations = y
  127.  
  128. Malathyne05/23/2019
  129. i figure the Numbers satisfaction will be skills
  130.  
  131. Deybrek05/23/2019
  132. Ok, sounds good.
  133.  
  134. Malathyne05/23/2019
  135. and resource numbers maybe?
  136. food/water/happiness/defense/etc like fo4
  137.  
  138. Deybrek05/23/2019
  139. See, that's good. Was curious. Since you don't have the Sell to company thing like in harvest moon and stardew
  140. like, maybe you can just send it to a community silo
  141. and since you're providing basic necessities, other move in
  142. like gather wood, get a carpenter
  143.  
  144. Malathyne05/23/2019
  145. yyyyyy
  146.  
  147. Deybrek05/23/2019
  148. gather enough food/water/feed? horse seller
  149.  
  150. Malathyne05/23/2019
  151. and if you dont want to lean as hard on the community aspect, those numbers could be about supporting yourself/your farm instead
  152.  
  153. Deybrek05/23/2019
  154. True.
  155.  
  156. Malathyne05/23/2019
  157. advancing the state of your farm
  158.  
  159. Deybrek05/23/2019
  160. I like it. Allocate too much, others get hungry and don't show up/leave
  161.  
  162. Malathyne05/23/2019
  163. yyyyyy
  164.  
  165. Deybrek05/23/2019
  166. i mean, everyones gotta eat
  167.  
  168. Malathyne05/23/2019
  169. plus like we GOTTA have a nice cooking/recipe system
  170.  
  171. Deybrek05/23/2019
  172. well, yeah
  173. that goes without saying
  174.  
  175. Malathyne05/23/2019
  176. so hoarding things for yourself and making nice meals for yourself (for stat bonuses?) versus sharing with the community
  177.  
  178. Deybrek05/23/2019
  179. hm
  180. I like it
  181.  
  182. Malathyne05/23/2019
  183. and leaning hard on the community is valid too because if you get, say, cooking-oriented workers to make that stuff for you
  184. so you can focus on other things
  185. instead of putting the focus in the skill yourself
  186.  
  187. Deybrek05/23/2019
  188. yyyy
  189.  
  190. Malathyne05/23/2019
  191. also i feel part of the required ghibli inspired look is Moss
  192. Moss Growing In Between Stone Walls etc
  193.  
  194. Deybrek05/23/2019
  195. ah. yeah.
  196. Deeply agree. and random glowy bits
  197. is it the radiation? or forest spirits? YOU JUST NEVER KNOW
  198.  
  199. Malathyne05/23/2019
  200. yes
  201. sometimes its both and thats when its a real bad day
  202.  
  203. Deybrek05/23/2019
  204. either way, maybe dont drink the water?
  205. lol
  206.  
  207. Malathyne05/23/2019
  208. 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
  209. bc thats the #mala
  210.  
  211. Deybrek05/23/2019
  212. haha. Yeah, I like that combo aesthetic
  213. A lot.
  214.  
  215. Malathyne05/23/2019
  216. maybe making magic a lot of glowy pastel lights
  217.  
  218. Deybrek05/23/2019
  219. dammit, google let me down. Put in FALLOUT + Ghibli + lisa frank
  220. nothing
  221. BOO
  222. speaking of mala
  223. as close to the above design as I can get
  224. horrific mutated dolphin creature that still fires rainbows
  225. wait no
  226. theres more
  227. https://youtu.be/cIC8Nlwr2jc
  228. BLEVENTEEN
  229.  
  230. Malathyne05/23/2019
  231. ncjzkamsmfm
  232. Malathyne05/24/2019
  233. 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)
  234. or maybe at least do that for our filler townspeople... :thinking:
  235.  
  236. Deybrek05/24/2019
  237. 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:
  238. 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)
  239. And verbs for what they can do (eat, consider leaving, die, age, etc.)
  240. 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.
  241. Maybe a Google doc I can pin here if you make a link?
  242.  
  243. Malathyne05/25/2019
  244. okay so amendment to the element thing, as inspired by convo with jacob on the way home
  245. 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
  246. 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
  247. i was thinking we can have, say, three or four 'categories'/'alignments' for the characters
  248. element (for things they like), good/evil, lawful/chaotic, and faction
  249. 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
  250. 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
  251. jacob suggested specifically a percentage system so that planting a flower raises the chance of drawing a wood element character by a small percentage
  252. etc
  253. this can also apply to how your town is governed for the law/chaotic types
  254. also maybe we could do five alignments?? and add a "temperament" option (more similar to animal crossing personality types)
  255. and since we'll have five elements, having five alignments would make sense
  256. (and five might become our magic number)
  257. Malathyne05/27/2019
  258. 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
  259.  
  260. Deybrek05/27/2019
  261. 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.
  262.  
  263. Malathyne05/27/2019
  264. yyyyyy i was thinking about what all categories to have
  265.  
  266. Deybrek05/27/2019
  267. You know, little happy or mad emojis and changed dialogue
  268.  
  269. Malathyne05/27/2019
  270. i do think that aiming for the number of villagers in the first animal crossing would be a good idea
  271. i love the morale system idea
  272.  
  273. Deybrek05/27/2019
  274. Fair. Not to mention assigning them jobs like the characters in harvest moon or stardew
  275. Bartender, doctor, general store
  276. Since the town was supposed? To be empty at first? Not sure
  277. Also, and this is important, did you want multiplayer?
  278.  
  279. Malathyne05/27/2019
  280. 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)
  281. i dont think i want multiplayer
  282. that sounds like an extra headache
  283.  
  284. Deybrek05/27/2019
  285. Ok
  286.  
  287. Malathyne05/27/2019
  288. like that can be slotted as a Future™ thing
  289. just like a magic system for player characters to learn
  290. 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
  291.  
  292. Deybrek05/27/2019
  293. Fair.
  294. As for magic I thought RITUALS would be better anyway.
  295.  
  296. Malathyne05/27/2019
  297. i say that but i also want the NPCs to interact with each other LMAO
  298. oooo i like that
  299.  
  300. Deybrek05/27/2019
  301. Like bring x items to y place for a weather or bonus
  302.  
  303. Malathyne05/27/2019
  304. i like that a lot
  305.  
  306. Deybrek05/27/2019
  307. Thanks, lol
  308.  
  309. Malathyne05/27/2019
  310. rituals and like, making potions and using magical artifacts = good
  311.  
  312. Deybrek05/27/2019
  313. Yeah.
  314.  
  315. Malathyne05/27/2019
  316. spells to use at will = Sounds Much
  317.  
  318. Deybrek05/27/2019
  319. Yes. It's also more of a combat system.
  320.  
  321. Malathyne05/27/2019
  322. yyyyyyyy
  323.  
  324. Deybrek05/27/2019
  325. The first GB harvest moon had an artifact umbrella you could open to make it rain. If you mean artifacts.
  326.  
  327. Malathyne05/27/2019
  328. omg thats cute
  329. stuff like that would be good. and bracelets that increase a luck stat or make you run faster or etc
  330. stuff like that
  331. i say once again
  332. r e p e t i t i o n
  333.  
  334. Deybrek05/27/2019
  335. Yeah, that sounds good.
  336.  
  337. Malathyne05/27/2019
  338. 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
  339. crops available
  340. monsters
  341. etc
  342. like me practicing pixels (which i still need to start) is one thing but thats not really /gestures
  343.  
  344. Deybrek05/27/2019
  345. hm. So. It's important to start with an MVP (minimum viable playtest). the absolute minimum, then you can slot stuffs into it.
  346. trying to decide what is bare minimum. can use placeholder bad sprites, don't need art for it
  347. 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
  348. if we get too ambitious early on, it will hurt
  349. but organizing it into parts will make it waaayyyy easier
  350. If you'd like my setting thoughts?
  351.  
  352. TehyrPhoenix05/27/2019
  353. 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
  354. Feature creep murders games
  355.  
  356. Deybrek05/27/2019
  357. I REALLY like the ghibli fallout combo world idea
  358. 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.
  359. if you get caught up in Features and don't get it base working, that is what murders games
  360. ...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.
  361. so tight deadlines aren't necessarily a thing right now?
  362.  
  363. Malathyne05/27/2019
  364. yyyyy pretty much
  365. 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
  366. also i'd love to hear your worldbuilding thoughts
  367. i like the idea of doing little steps on things though. start with Have A House. Have A Person. Plant A Thing
  368. thats the very foundation of it
  369. 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
  370. VX ace, thats the one
  371.  
  372. Malathyne05/28/2019
  373. what art style do we want, too :thinking:
  374.  
  375. Deybrek05/28/2019
  376. These are tough questions. not ignoring, just thinking
  377.  
  378. Malathyne05/28/2019
  379. there are So many pixel styles and its like... Which One
  380. on top of platform which will probably dictate the size of the things
  381. Malathyne06/01/2019
  382. i want to make superorganized channels for this project so bad LOL
  383. 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
  384. 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
  385. ...at least not where the game is set
  386. 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
  387. 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
  388. 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)
  389. Malathyne06/01/2019
  390. 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
  391. Malathyne06/01/2019
  392. 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
  393. and from there making special wards to keep monsters from getting into your farm ?? if we have that be a thing?
  394. 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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