The Gang of Five

The Land Before Time => Cancelled and old projects => LBT Projects => LBT Multiplayer RPG Project Discussion => Topic started by: Serris on March 07, 2009, 02:41:59 AM

Title: How will death be dealt with?
Post by: Serris on March 07, 2009, 02:41:59 AM
A discussion in Info about the game (http://www.gangoffive.net/index.php?topic=5040.0#lastPost) mentioned what happens when your character's HP reaches 0 and dies.

Although in most RPGs death is due to combat; it is likely that death in this RPG is due to environmental hazards or stamina loss with some occasions caused by combat.

Now what should the penalties be?

I have compiled a list of what I could think of:

"Realistic death" - character dies and is deleted.

Upshots: Realistic, adds level of challange ,impossible to abuse for rapid traveling
Downsides: Extremely annoying and likely to cause anger.

----------------

Stat drop - character dies and reincarnates at a safe location but loses stats as a penalty

Upshots: less irritating than "realistic death", penalty reduces likelihood of abuse for rapid traveling
Downsides: annoying, could still be abused for rapid traveling

-----------------

Mercy warp - character dies and is reincarnated at a safe spot

Upshots: won't irritate players
Downsides: way too easy to abuse for rapid travel

Mercy warp (variant) - character dies and is teleported a short distance from where they died.

Upshots: won't irritate players, abuse potential is almost nonexistant (character has to travel to safe spot)
Downsides: define "short distance"

------------------

Personally, I think you should lose reputation and all inventory items for death and have a scene where you are chewed out for failing by the dinosaur who gave you the quest.

Also, said dinosaur will not give you any more quests until you successfully complete another quest of similar level from another dinosaur.
Title: How will death be dealt with?
Post by: aabicus (LettuceBacon&Tomato) on March 07, 2009, 02:56:21 AM
I think the screen should fade to black, and then your back at the place where you meet the NPC who put you on the quest. They yell at you, and send you off. So I vote for the final option, with Serris.
Title: How will death be dealt with?
Post by: Malte279 on March 07, 2009, 05:53:24 AM
I think a while ago Tim and I agreed in a chat that a complete deleting of a character would be more than should be imposed upon players, but that a painful loss of experience would be in place so players won't grow too careless about the lives of their characters.
Title: How will death be dealt with?
Post by: DarkWolf91 on March 07, 2009, 09:20:26 AM
Haha, I'm not too keen on the whole getting chewed out thing.
"I almost died!"
"What? You didn't get my sweet bubbles?! Get out of my sights!"
Title: How will death be dealt with?
Post by: NaNaNa on March 07, 2009, 09:38:31 AM
There could be one universal place you get teleported to when you die that's the worst and most annoying place you could be in the game
Title: How will death be dealt with?
Post by: F-14 Ace on March 07, 2009, 10:12:54 AM
I hate the realistic idea.  That is the reason that Star Wars Galaxies sucks.  You should never have your character deleted for dying because you lose everything you have worked for in the game and have to start all the way over again.  This is just a game, after all, and not real life.  I think I like the last idea the best.
Title: How will death be dealt with?
Post by: Malte279 on March 07, 2009, 10:26:43 AM
But what would make a place in the game to be teleported to so very annoying? The place's being so very dangerous that you run a high risk of dying there? Or a place so remote that you have to cover a long boring uneventful way before you get back to business?
Neither seems very practicable. A loss of experience points on the other hand would be annoying enough to keep people from running hazardous risks or committing suicide for the fun of it, but on the other hand it would not ruin everything you have gained so far.
Title: How will death be dealt with?
Post by: NaNaNa on March 07, 2009, 11:01:03 AM
I suppose so. I'm just totally biased against the experience loss after some pretty frustrating experiences. Generally, if you want something or you want to go somewhere enough, experience loss won't really stop you from trying again immediately or after you get it all back. Sometimes it turns into a vicious cycle depending on how impatient you are.
Title: How will death be dealt with?
Post by: aabicus (LettuceBacon&Tomato) on March 07, 2009, 01:17:37 PM
In his "What is this game about?" thread, action said that the player's going to have certain skills, like stamina...stamina......well, there were more than just stamina. Anyway, when one loses a fight, couldn't they just limp away from the fight with all those bars on zero? Then before attempting the fight again they'd have to go places and regain health and stamina. It also has the discouraging effect Malte is talking about, because your character's slow, inaccurate, and incapable of fighting, without actual experience loss. And it avoids the transporter thing that we've been trying to dodge around.
Title: How will death be dealt with?
Post by: NaNaNa on March 07, 2009, 01:33:11 PM
That's a pretty good idea, that's even a lot more realistic than all the other ideas.

Here's one thing I'm confused about though. This isn't gonna be a big server MMORPG, the game will take place in smaller individual hosted games. So...when you log out, and then you log back in, where are you? Do you end up in the place you logged out with all your old items and stamina/health amount?
Title: How will death be dealt with?
Post by: action9000 on March 07, 2009, 01:35:57 PM
Quote
Here's one thing I'm confused about though. This isn't gonna be a big server MMORPG, the game will take place in smaller individual hosted games. So...when you log out, and then you log back in, where are you? Do you end up in the place you logged out with all your old items and stamina/health amount?
Yep, logging out will work just like a "pause" button, basically. When you come back, your character will be exactly where you left it.  Some items in the world will return to their default locations/conditions.  Others will be left where they were when you quit.  It will depend on the object/item.

You inventory will be the same as when you logged out.
Title: How will death be dealt with?
Post by: Malte279 on March 07, 2009, 02:33:20 PM
There are situations where no limping away would be possible. Most of the thought in this thread had been on some fight. However if you have a big sharptooth attacking you he is not likely to just stop because you are limping away. Then there are the situations where you are running out of stamina for lack of food or water to the point where you would die (just a suggestion, perhaps there could be a kind of unconscious state in which a character can no longer be played but where others could still save a character's live by providing food or water (the later being not exactly easy to transport I'm afraid) within a short countdown time.
Perhaps it would generally be a good idea to make it impossible for a character to die without such a countdown time so long the character is part of a group where other group members may still provide help before a character dies.
 
In some situations limping away or help from other characters would be impossible for obvious reasons. You don't limp away after you fell into the crater of a volcano and nobody else would swim through the lava to provide you with "medical attention" of any sort.
Title: How will death be dealt with?
Post by: aabicus (LettuceBacon&Tomato) on March 07, 2009, 03:56:59 PM
When you fall into a volcano I find it hard to think of any way you could realistically survive, teleport method or no. We could just make it impossible for some idiot to jump into the volcano.

And I didn't know dying of starvation was possible in this game. Couldn't hunger just deplete your stamina and strength levels without actually killing you?
Title: How will death be dealt with?
Post by: F-14 Ace on March 07, 2009, 05:18:50 PM
I don't care about the XP but I am very much against having your character deleted.
Title: How will death be dealt with?
Post by: Malte279 on March 07, 2009, 05:19:15 PM
^ I don't think that would be a good idea. Concern for food is one of the major issues in LBT. In the original movie, the third, fifth, and eight movie they are not looking for food respectively water out of concern for their stamina, but because if they don't get it they will die. Also if starvation did not have that ultimate consequence the crossing of Mysterious Beyond regions without regular food supply would be too much of a matter of course. The characters would arrive at their destination with stamina too low to climb etc. not a big deal. Sensible planning about your resources and deciding what your character(s) can do respectively what they can't (and in many cases what one character can't while a group of characters can) is meant to be an essential part of the game.
Title: How will death be dealt with?
Post by: aabicus (LettuceBacon&Tomato) on March 07, 2009, 05:24:04 PM
Maybe, but it feels to me like crossing the Mysterious Beyond in 30 minutes because you have zero stamina, while a similar player with stamina on full finishes the exact same hike in an eighth of the time, would motivate people to keep their stamina high.
Title: How will death be dealt with?
Post by: NaNaNa on March 07, 2009, 05:26:00 PM
Thoughtful indeed. Without the threat of starvation, the Great Valley wouldn't be half as great. The problem is, if we include death by starvation, we can't go with LettuceBacon&Tomato's idea of limping away from combat death, which then brings back the problem of where you end up after you bite the dust
Title: How will death be dealt with?
Post by: Malte279 on March 07, 2009, 05:53:12 PM
Quote
Maybe, but it feels to me like crossing the Mysterious Beyond in 30 minutes because you have zero stamina, while a similar player with stamina on full finishes the exact same hike in an eighth of the time, would motivate people to keep their stamina high.
I'm afraid that having everything go in slow motion because of low stamina would in the long run get much more frustrating for players than dying and loosing some points. In some games you just have to walk, and walk, and walk for ages until at last you reach your destination. If this was made worse in the LBT game by endless walks in slow motion I don't expect players to enjoy this. Also in case a group is on the move and only one character has such low stamina that character would slow down everyone else (who could keep a regular pace) permanently.
I suppose the loss of some experience points would be the less frustrating measure.
Quote
The problem is, if we include death by starvation, we can't go with LettuceBacon&Tomato's idea of limping away from combat death, which then brings back the problem of where you end up after you bite the dust
The limping away would be realistic in only a few cases anyway (when fighting someone who is not out to kill you. But in most life-threatening LBT situations the characters are not likely to end up just limping away. As for where one ends up after dying I don't suppose this would be too much of a problem. I guess there could be a couple of points scattered at "save" locations on the map and you could restart at the one of the points which you had last past before you died.
Title: How will death be dealt with?
Post by: action9000 on March 07, 2009, 06:13:58 PM
Here's my idea for a death system.  It uses the idea from Malte:

Quote
Then there are the situations where you are running out of stamina for lack of food or water to the point where you would die (just a suggestion, perhaps there could be a kind of unconscious state in which a character can no longer be played but where others could still save a character's live by providing food or water (the later being not exactly easy to transport I'm afraid) within a short countdown time.
Perhaps it would generally be a good idea to make it impossible for a character to die without such a countdown time so long the character is part of a group where other group members may still provide help before a character dies.

Basically: If players are grouped and one of them "dies" (reaches 0 HP), there is a timer on the group, who can attempt to carry their fallen ally back to a safe area and/or bring them food and water.  Here are a few circumstances:

In normal regions (non-desert, not too hot, not too cold), allies can bring food to their fallen companion to revive them.  Either carrying food to them or carrying them to food.

In desert areas (scarce water): Both food AND water must be brought to the fallen ally, either carrying them to food AND water or carrying food AND water to them.

In extreme temperatures: The ally can only be revived by carrying them out of the environment and bringing them food (and water if it was a desert environment).

---------------------------

In the event that an entire group dies (or you're playing by yourself), or if you are not revived in time, your screen fades to black and you awaken back at your nest in the Great Valley, where it was "just a dream".  The penalty to this could be a failure of whatever adventure you were working on and having to do something to "appease" the NPC you failed the adventure for.
Title: How will death be dealt with?
Post by: NaNaNa on March 07, 2009, 09:20:17 PM
That seems like it would work. What happens if you log out unconscious?
Title: How will death be dealt with?
Post by: Serris on March 07, 2009, 09:21:54 PM
I think logging out while unconscious would be best implemented as "freezing" the countdown.
Title: How will death be dealt with?
Post by: DarkWolf91 on March 07, 2009, 09:22:21 PM
I'm wondering if you would lose all experience gained on that quest after you die, since it was 'all a dream?'
Title: How will death be dealt with?
Post by: NaNaNa on March 07, 2009, 09:22:48 PM
probably, except if it was all just a dream, why would the NPC's berate you for failing
Title: How will death be dealt with?
Post by: DarkWolf91 on March 07, 2009, 09:30:50 PM
Maybe because you fell asleep instead of going on the errand :p
Title: How will death be dealt with?
Post by: action9000 on March 08, 2009, 01:44:55 AM
Quote
That seems like it would work. What happens if you log out unconscious?
I would probably treat it the same as if you were not saved. You would wake up back at your nest in the GV.  
If you could log out to freeze the timer, here's what would happen. :p

I went unconscious and my friends won't be able to bring me food for a long time.
I log out to freeze the timer to buy them the time they need.  
I log back in when they have all the food right there at where I went unconscious.
Suddenly I only used like 2 seconds of the timer when it took half an hour to save me. :p

This could easily be abused and it would basically make the timer useless.

Quote
I'm wondering if you would lose all experience gained on that quest after you die, since it was 'all a dream?'
Yes, you would lose some EXP if you died.  You would also drop all your items.  Items in your "home", which are stowed away, would be safe though.



Quote
When you fall into a volcano I find it hard to think of any way you could realistically survive, teleport method or no. We could just make it impossible for some idiot to jump into the volcano.


Hmm...I'm going to say "no".  Otherwise we would literally have to make it impossible to die.  If you found some sort of instant death:
Having a boulder dropped on you.
Falling into a volcano.
Falling off a cliff.
Eaten by a sharptooth.
Etc.
(Wow, I sound horrible right now :p)

You will just skip the countdown phase and restart back at your nest with some lost EXP and the loss of your items.

Quote
probably, except if it was all just a dream, why would the NPC's berate you for failing
Good point. :p

We may need to come up with another plan for that...

What we could do is have the NPC's dialog NOT suggest that you failed the adventure.  

For example, if you're playing along and an NPC gives you a task:
"Hey, you seem trustworthy!  Would you mind bringing this shiny stone over to my friend over the mountain?"

and you fall off the mountain and die.

When you restart back at your nest, just pretend none of that ever happened EXCEPT...

When you talk to that NPC now, the NPC will give you a different quest first:
"Nice to meet you.  Say, I need a favour but it's very important, so would you mind bringing me a really green treestar from atop that nearby tree?  I can't reach it."

This quest would earn the trust.  Now when you talk to that NPC again, you will get the task:
"Hey, you seem trustworthy!  Would you mind bringing this shiny stone over to my friend over the mountain?"

Basically, it would add new tasks to the game.  The "Bring me a really green treestar" task would give you basically enough EXP to make up for the EXP that you lost when you died.  

The result is:
Dying costs you time but gives you some new experiences so it's not completely and totally annoying to the player..yet it slows down progress through the game so it's still not something you want to do.

You will be able to attempt the task that you died on once you "unlock" it again by doing another task for the NPC first.

How does this sound?
Title: How will death be dealt with?
Post by: F-14 Ace on March 08, 2009, 03:06:47 AM
I think the whole "bad dream" thing just sounds kinda lame.  I really see nothing wrong with being teleported back to you nest, losing some XP, and having to start the quest over again.
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 03:06:47 AM
Quote from: action9000,Mar 8 2009 on  12:44 AM
Quote
That seems like it would work. What happens if you log out unconscious?
I would probably treat it the same as if you were not saved. You would wake up back at your nest in the GV.  
If you could log out to freeze the timer, here's what would happen. :p

I went unconscious and my friends won't be able to bring me food for a long time.
I log out to freeze the timer to buy them the time they need.  
I log back in when they have all the food right there at where I went unconscious.
Suddenly I only used like 2 seconds of the timer when it took half an hour to save me. :p

This could easily be abused and it would basically make the timer useless.

Quote
I'm wondering if you would lose all experience gained on that quest after you die, since it was 'all a dream?'
Yes, you would lose some EXP if you died.  You would also drop all your items.  Items in your "home", which are stowed away, would be safe though.



Quote
When you fall into a volcano I find it hard to think of any way you could realistically survive, teleport method or no. We could just make it impossible for some idiot to jump into the volcano.


Hmm...I'm going to say "no".  Otherwise we would literally have to make it impossible to die.  If you found some sort of instant death:
Having a boulder dropped on you.
Falling into a volcano.
Falling off a cliff.
Eaten by a sharptooth.
Etc.
(Wow, I sound horrible right now :p)

You will just skip the countdown phase and restart back at your nest with some lost EXP and the loss of your items.

Quote
probably, except if it was all just a dream, why would the NPC's berate you for failing
Good point. :p

We may need to come up with another plan for that...

What we could do is have the NPC's dialog NOT suggest that you failed the adventure.  

For example, if you're playing along and an NPC gives you a task:
"Hey, you seem trustworthy!  Would you mind bringing this shiny stone over to my friend over the mountain?"

and you fall off the mountain and die.

When you restart back at your nest, just pretend none of that ever happened EXCEPT...

When you talk to that NPC now, the NPC will give you a different quest first:
"Nice to meet you.  Say, I need a favour but it's very important, so would you mind bringing me a really green treestar from atop that nearby tree?  I can't reach it."

This quest would earn the trust.  Now when you talk to that NPC again, you will get the task:
"Hey, you seem trustworthy!  Would you mind bringing this shiny stone over to my friend over the mountain?"

Basically, it would add new tasks to the game.  The "Bring me a really green treestar" task would give you basically enough EXP to make up for the EXP that you lost when you died.  

The result is:
Dying costs you time but gives you some new experiences so it's not completely and totally annoying to the player..yet it slows down progress through the game so it's still not something you want to do.

You will be able to attempt the task that you died on once you "unlock" it again by doing another task for the NPC first.

How does this sound?
I had imagined the timer freeze as akin to stasis, the character disappears from the map and cannot be interacted with.

I actually prefer the penalty for death be a reputation hit, I mean if you keep dying on the hard tasks, wouldn't it make more sense to get an easy task?

(As I mentioned before, lower reputation gets you easier tasks. That is not to say a high reputation player won't get easy tasks.)
Title: How will death be dealt with?
Post by: action9000 on March 08, 2009, 03:07:44 AM
Quote
I think the whole "bad dream" thing just sounds kinda lame. I really see nothing wrong with being teleported back to you nest, losing some XP, and having to start the quest over again.
How else could we possibly teleport the player back to the nest?
I refuse to use alien technology.
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 03:09:19 AM
Quote from: action9000,Mar 8 2009 on  01:07 AM
Quote
I think the whole "bad dream" thing just sounds kinda lame. I really see nothing wrong with being teleported back to you nest, losing some XP, and having to start the quest over again.
How else could we possibly teleport the player back to the nest?
I refuse to use alien technology.
You could have some passing dinosaurs rescue you. It's a handwave but it sounds less lame than the bad dream idea and alien tech.

Title: How will death be dealt with?
Post by: action9000 on March 08, 2009, 03:10:16 AM
Quote
You could have some passing dinosaurs rescue you. It's a handwave but it sounds less lame than the bad dream idea and alien tech.
Then I wonder how these passing dinosaurs would know where to take me, if I was unconscious.
Title: How will death be dealt with?
Post by: action9000 on March 08, 2009, 03:14:49 AM
Quote
I had imagined the timer freeze as akin to stasis, the character disappears from the map and cannot be interacted with.
Yes but the rest of your group can still gather food and bring it to where they know you became unconscious.  When you log back in, you pop up there and they can revive you in seconds, rather than many minutes.
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 03:17:22 AM
1.) Suspension of disbelief. Alternatively, a Great Valley flyer could point the way.

2.) Inventory drops could be prohibited in that area.
Title: How will death be dealt with?
Post by: action9000 on March 08, 2009, 03:18:50 AM
Quote
1.) Suspension of disbelief. Alternatively, a Great Valley flyer could point the way.
We still have the problem of what happens if there's nothing left of you but ash when you fall into a volcano or meet some other untimely end where you're obviously dead and can't be returned to your home.
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 03:21:46 AM
Damn it! I forgot about those!

Perhaps, it could be just barely survived?
Title: How will death be dealt with?
Post by: kanganix on March 08, 2009, 05:17:57 AM
Or a penalty of the XP (Exp) points the penalty will - the exp according to the location and time

just a hunch ^^ :DD
Title: How will death be dealt with?
Post by: Malte279 on March 08, 2009, 06:48:50 AM
Quote
Basically, it would add new tasks to the game. The "Bring me a really green treestar" task would give you basically enough EXP to make up for the EXP that you lost when you died.
That would be rather easy. Do you mean that the character would get back the reputation rather than the experience points lost by dying? That would surely make sense.
Quote
Perhaps, it could be just barely survived?
And wear a Darth Vader mask ever after falling into that volcano :p
Maybe we are for once too concerned about making it 100% plausible. Many games let you restart from some point after you died without offering any explanation whatsoever, perhaps we don't really need such an explanation either? It would also complicate matters if one member of a group dies waking to see it was all a dream while surviving members of the group are continuing the task in the same game as "reality". Perhaps we need to cut realism a bit here, but I'm also strongly in favor of cutting some experience points which is really the least thing we should do unless we want to make death a total trifle. We need to provide some motivation for players to stay alive :p
It is not the harshest measure we could take anyway. Apart from the really inhumane and frustrating total deleting of a character (nobody here in favor of it) another mean punishment would be to loose one or some ability points that had been bought with experience points before (not only would this be rather harsh but it might also render a character incapable of solving a quest if he or she looses to many such points)...
Come to think of it however there could be a temporary loss of such points which would return back to normal after a while (signaling severe wounds or the like).
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 11:08:24 AM
Another way to signify severe wounds would be a temporary stat decrease.
Title: How will death be dealt with?
Post by: Explorer on March 08, 2009, 11:13:35 AM
Just a note on inventory loss, maybe not ALL of the inventory should be loss. According to the limit, something like half, no?

The discussion is a little too heated to read it all at once right now. o.o
Title: How will death be dealt with?
Post by: NaNaNa on March 08, 2009, 11:31:09 AM
Different wounds should also affect different things. Broken wings should prevent you from flying for a while, fractured rib-cage decreases stamina, ankle sprain reduces agility stat and so forth.

Drop into a volcano you get...fourth degree burns?
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 11:31:43 AM
Quote from: Explorer,Mar 8 2009 on  10:13 AM
Just a note on inventory loss, maybe not ALL of the inventory should be loss. According to the limit, something like half, no?
 
Your character already has a very small inventory so losing half of it wouldn't be much different from loosing everything.
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 11:34:09 AM
I think different wound locations would be interesting but might be hard to program.

As for burns, steady HP decrease and massively dropped stats work.
Title: How will death be dealt with?
Post by: Explorer on March 08, 2009, 11:35:10 AM
Quote from: Serris,Mar 8 2009 on  03:31 PM
Quote from: Explorer,Mar 8 2009 on  10:13 AM
Just a note on inventory loss, maybe not ALL of the inventory should be loss. According to the limit, something like half, no?
 
Your character already has a very small inventory so losing half of it wouldn't be much different from loosing everything.
Hmm, I see. But if the total is, say, 10 itens in inventory, it would make a good difference to lose 5 itens of the total.
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 11:37:51 AM
Quote from: Explorer,Mar 8 2009 on  10:35 AM
Quote from: Serris,Mar 8 2009 on  03:31 PM
Quote from: Explorer,Mar 8 2009 on  10:13 AM
Just a note on inventory loss, maybe not ALL of the inventory should be loss. According to the limit, something like half, no?
 
Your character already has a very small inventory so losing half of it wouldn't be much different from loosing everything.
Hmm, I see. But if the total is, say, 10 itens in inventory, it would make a good difference to lose 5 itens of the total.
The inventory is only 2 items (3rd item can be carried by a rider).
Title: How will death be dealt with?
Post by: Explorer on March 08, 2009, 11:39:40 AM
Quote from: Serris,Mar 8 2009 on  03:37 PM
Quote from: Explorer,Mar 8 2009 on  10:35 AM
Quote from: Serris,Mar 8 2009 on  03:31 PM
Quote from: Explorer,Mar 8 2009 on  10:13 AM
Just a note on inventory loss, maybe not ALL of the inventory should be loss. According to the limit, something like half, no?
 
Your character already has a very small inventory so losing half of it wouldn't be much different from loosing everything.
Hmm, I see. But if the total is, say, 10 itens in inventory, it would make a good difference to lose 5 itens of the total.
The inventory is only 2 items (3rd item can be carried by a rider).
Now I feel an idiot. ._. Ok, got it. Half of two items wouldn't be much, that's for sure. <.< Ignore me.
Title: How will death be dealt with?
Post by: Malte279 on March 08, 2009, 11:45:28 AM
Quote
   Another way to signify severe wounds would be a temporary stat decrease.
That's what I suggested, but I brought it up mainly as a possible "punishment" for a dead character. In case of injuries I think this should definitely be implemented while (no arguing against my own suggestion) I suppose it may be better for a dead character to return at full stat, but with a loss of experience points.
Quote
Just a note on inventory loss, maybe not ALL of the inventory should be loss. According to the limit, something like half, no?
Apart from the small inventory the importance of items (other than for completing tasks) will be not nearly as high as in most RPGs. While almost every RPG has permanent items which the character will carry around all the time (usually weapons or armor) I'm not sure there will be even a single such permanent item in the game.
Title: How will death be dealt with?
Post by: NaNaNa on March 08, 2009, 11:48:46 AM
Quote from: Serris,Mar 8 2009 on  10:34 AM
I think different wound locations would be interesting but might be hard to program.
Well it would depend on how you got injured. If you fell from a high cliff, for example, your leg bones would fracture. If you got tackled by a rampaging dinosaur, there goes your ribcage. If you're flying in the air and your wings get messed up, there they go.
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 11:49:11 AM
Quote from: Malte279,Mar 8 2009 on  10:45 AM
Quote
Another way to signify severe wounds would be a temporary stat decrease.
That's what I suggested, but I brought it up mainly as a possible "punishment" for a dead character.
The way you said it makes it sound like a punishment is a temporary decrease in the level of an ability (Level 6 tail grab drops to a level 2 tail grab).

I was talking about a decrease in the stats (Ex: strength drops from 50 to 30 for a period of time).

Quote from: NaNaNa,Mar 8 2009 on  10:48 AM
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I think different wound locations would be interesting but might be hard to program.
Well it would depend on how you got injured. If you fell from a high cliff, for example, your leg bones would fracture. If you got tackled by a rampaging dinosaur, there goes your ribcage. If you're flying in the air and your wings get messed up, there they go.

Now what about multiple injuries? Ex: Fall off cliff one quest, next quest after you get KO'd by an angry Swimmer.

Or simultaneous injury? Ex: you are flying and you get hit with a burst of lava from a volcano (burns, wing damage and broken bones from possible rough landing)
Title: How will death be dealt with?
Post by: NaNaNa on March 08, 2009, 11:56:14 AM
Quote from: Serris,Mar 8 2009 on  10:49 AM


Now what about multiple injuries? Ex: Fall off cliff one quest, next quest after you get KO'd by an angry Swimmer.

Or simultaneous injury? Ex: you are flying and you get hit with a burst of lava from a volcano (burns, wing damage and broken bones from possible rough landing)
 

Yes, you would get both of them.

After you wake up from this horrifying physically damaging dream, you would need to fix yourself up. Maybe it takes the realism too far, but maybe there could be different ways to heal yourself depending on how you got hurt.
Title: How will death be dealt with?
Post by: Malte279 on March 08, 2009, 01:05:05 PM
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The way you said it makes it sound like a punishment is a temporary decrease in the level of an ability (Level 6 tail grab drops to a level 2 tail grab).

I was talking about a decrease in the stats (Ex: strength drops from 50 to 30 for a period of time).
My mistake. I failed to make the differentiation of basic stats and abilities.
I really like your idea NaNaNa, to let injuries disable characters from doing certain things (flying, swimming, climbing etc. would be possible options). I know too little about programming to know whether such details as injuries of specific parts of a character would be realistic for us. However, I reckon it might be possible to disable abilities if characters HP bar goes below a certain level (e.g. one could assume that a flyer with less than one third of the HP is likely to have suffered injuries on the wing and even if he or she did not he would be too weakened to fly).
Title: How will death be dealt with?
Post by: NaNaNa on March 08, 2009, 01:07:31 PM
Well, I mean, it shouldnt be too hard for the computer to differentiate between a leg and a head...right?
Title: How will death be dealt with?
Post by: DarkWolf91 on March 08, 2009, 01:10:59 PM
Yes, but it might be difficult to differentiate between the scenarios that cause injury well enough to allow the program to determine if what was injured was a leg or a head. I don't know very much about programming either, though, so I don't have a good idea of the nature of that sort of code.
Title: How will death be dealt with?
Post by: NaNaNa on March 08, 2009, 01:13:49 PM
Well, the basic thing would just be to have a specific "painful experience" always injure one part of the body, like a high drop always gets the legs, but this is the least realistic out of all the ways to implement specific injuries
Title: How will death be dealt with?
Post by: DarkWolf91 on March 08, 2009, 01:21:32 PM
Yes, that's a good point. I guess it depends on the way that 'painful experiences' are differentiated from one another within the code.
Title: How will death be dealt with?
Post by: NaNaNa on March 08, 2009, 01:22:16 PM
I know nothing about making games like this, but I'm pretty sure differentiation isnt that hard
Title: How will death be dealt with?
Post by: action9000 on March 08, 2009, 01:27:48 PM
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Well, I mean, it shouldnt be too hard for the computer to differentiate between a leg and a head...right?
That will depend on how we end up making the 3d models of our characters.  Right now, our model maker, Razzie, is making a character as one object.

This means that the model is simply one shape that has been bent and resized and reshaped in order to make something in the shape of the dinosaur that we want.  The problem is, in programming, I can detect when an object has been touched or injured...BUT if our model is all one object like they are now, I literally cannot detect the difference between a head and a leg because the computer sees it all as one big shape thingy - one object.  I have no way to subdivide it into each part we want to be injured unless we make a separate model for each body part and glue them together in-game.  If we did that, it would possible but I'd have to talk to the modellers about that.

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Well, the basic thing would just be to have a specific "painful experience" always injure one part of the body, like a high drop always gets the legs, but this is the least realistic out of all the ways to implement specific injuries

This may be possible because we can use the environment and which abilities are active to determine the type of injury, rather than detecting where on the player the injury occurred.

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However, I reckon it might be possible to disable abilities if characters HP bar goes below a certain level (e.g. one could assume that a flyer with less than one third of the HP is likely to have suffered injuries on the wing and even if he or she did not he would be too weakened to fly).
This is actually my preferred option.  It's simpler and it won't confuse players as much as wondering how their health is high, yet some abilities aren't working.
Title: How will death be dealt with?
Post by: NaNaNa on March 08, 2009, 01:35:38 PM
Alright then, we'll go with one possible injury for every event, until we turn the characters into many different objects put together

Falling- leg sprain/fracture, reduced speed, agility decrease

Burns- lowered stamina, strength, HP cap, some people think you're too grotesquely hideous to socialize with

Damaged while flying- slower ascent and speed. In major cases, inability to fly

Tackled by dinosaur- broken rib cage, lowered stamina, strength, agility, pretty much everything else. HP slowly decreases

Rocks to the head- dazed and confused. Vision becomes blurred, orientation messed up. If the rock is as big as, for example, a boulder, character might go unconscious

Cut by vines/thorns- minor injury, stamina decrease

Nearly drowning/totally drowning- stamina decrease. Psychological fear of big water for a short period of time

Something like that
Title: How will death be dealt with?
Post by: NaNaNa on March 08, 2009, 02:10:48 PM
Forgot to mention that in the list above, everything except stat losses is temporary
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 02:32:36 PM
Shouldn't stat loss be temporary as well (healing)? If you made stat loss permanent by injury, people might get upset.

Also what about combat? Should you take various injuries to the body parts as a result of that? Like the enemy might decide to strike for the head or limbs?

Title: How will death be dealt with?
Post by: action9000 on March 08, 2009, 04:34:05 PM
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Shouldn't stat loss be temporary as well (healing)? If you made stat loss permanent by injury, people might get upset.
Agreed.

As for the idea of having your stats temporarily reduced after death:
What would it accomplish?

It would make it more of a pain to get back to the adventure you were doing, and if it lasted long enough, it would make it more of a pain, or even impossible, to complete that adventure. This would be an especially big disaster to swimmers and flyers, who heavily rely on thier abilities to get around.  If their abilites' functionality is greatly reduced, this could really be annoying for awhile.   Would this really be a good thing?


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Also what about combat? Should you take various injuries to the body parts as a result of that? Like the enemy might decide to strike for the head or limbs?
I'm still not too sure what I think about having different body parts getting injured.  I think that will need some more discussion.  I'll post something again shortly; my mind isn't coming up with anything useful to say right at this moment. :p
Title: How will death be dealt with?
Post by: Serris on March 08, 2009, 04:39:20 PM
We need some way to make death a hassle so people don't abuse it as a teleportation method.
Title: How will death be dealt with?
Post by: NaNaNa on March 08, 2009, 05:15:37 PM
I just assumed that stat loss was losing the stats and having to do something to get them back after death
Title: How will death be dealt with?
Post by: Malte279 on March 08, 2009, 05:18:18 PM
One off topic question about the 3D characters. If they are to consist of one part only, does that mean that the characters will not show any motion during the game? If the character consists but of one lump I reckon it would be impossible to see them move their legs / wings and they would instead be shifted through the landscape like they had frozen in motion, wouldn't they?
Creating animations of character movements is probably a whole big story we haven't ever mentioned so far.
Title: How will death be dealt with?
Post by: action9000 on March 08, 2009, 05:26:29 PM
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One off topic question about the 3D characters. If they are to consist of one part only, does that mean that the characters will not show any motion during the game? If the character consists but of one lump I reckon it would be impossible to see them move their legs / wings and they would instead be shifted through the landscape like they had frozen in motion, wouldn't they?
Creating animations of character movements is probably a whole big story we haven't ever mentioned so far
Actually yes, we could have complete animations if the characters are single objects. :)
Title: How will death be dealt with?
Post by: DarkWolf91 on March 08, 2009, 05:27:22 PM
I'm pretty sure the animation is done beforehand and plugged into the programming, so it would make sense that the model would still be read as a single object.
Title: How will death be dealt with?
Post by: action9000 on March 09, 2009, 09:46:55 PM
Quote from: DarkWolf91,Mar 8 2009 on  03:27 PM
I'm pretty sure the animation is done beforehand and plugged into the programming, so it would make sense that the model would still be read as a single object.
Right you are!