The Gang of Five

The Land Before Time => Cancelled and old projects => LBT Projects => LBT Multiplayer RPG Project Discussion => Topic started by: action9000 on June 19, 2008, 07:25:30 PM

Title: Playable characters and their abilities
Post by: action9000 on June 19, 2008, 07:25:30 PM
Time for another new topic!

This one is for talking about the playable characters themselves:
What types of characters, what species, and what each character can do!

Each class (longneck, threehorn, etc.) and each species (apatosaurus, diplodocus, etc.) will have unique abilities.
We need to come up with as many ideas as we can for abilities that our playable dinos will develop as they gain levels.

Eventually we can also decide on the maximum possible level, at what levels each skill is learned, ways to learn secret skills, what actually happens when you reach a new level, and so on.

Anyway, we'll start with something Malte came up with:  a list of playable character classes and a few species available to each class:

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Malte says (4:13 PM):
Longneck: Apatosaurus, Diplodocus, Brachiosaurus
Swimmer: Saurolophus, Lambeosaurus, Corythosaurus (more possibilities here)
Malte says (4:13 PM):
Flyer: Pteranodon, Rhamphornychus (spelling), Guido
Malte says (4:14 PM):
Threehorn: Triceratops, Pachyrhinosaurus, Chasmosaurus
Malte says (4:14 PM):
Spiketail: Stegosaurus, Ankylosaurus, Nodosaurus
Also, fast-runners will be a playable class of dinos.  Fast runners will include dinos like Ruby.

Size classes:
There are two size classes, "Small" and "Large".  All "Small" Dinos share some abilities while all "Large" dinos share other abilities.

Brief stats on each class, still up for discussion.
Stats are on a scale from 1 to 10, 10 being the highest:

Longneck:
Size: Large
Strength: 7

Threehorn:
Size: Large
Strength: 9

Swimmer:
Size: Small
Strength: 3

Flyer:
Size: Small
Strength: 2

Spiketail:
Size: Large
Strength: 10

Fast Runner:
Size: *Medium*
Strength: 6

Some abilities unique to each class:
Longneck:
Reach - The longneck is able to reach objects buried up high in trees and on ledges.
This skill may not be possible to level up.  Not yet decided.

Dash - Every dino has the ability to "Sprint" away from danger, increasing their speed for a short time.  Longnecks have the ability to perfect this techinque.  As Dash levels up, the length of time the longneck is able to sprint before getting tired is increased.

Tail Whip - Long neck, long tail!  Longnecks are able to use their tails for variety of purposes. Less destructive than the Spiketail's tail but faster.

Threehorn:
Charge - Takes a couple of seconds to "build up" before use.  The threehorn charges headfirst into the target object.  Useful for destroying/moving rocks, bushes, etc.  As it levels up, it is able to destroy larger and heavier objects.

Swimmer:
Swim Speed - The swimmer has the ability to learn to swim faster than any other creature.  At level 1, the swimmer is only slightly faster than the other dinos in water.  As the skill levels up, the swimmers speed in water becomes faster.

Underwater Fitness - All dinos can swim underwater for a short time but the swimmer is capable of improving the maximum time they can spend underwater before having to come up for air.  As Underwater Fitness levels up, the swimmer's maximum amount of time underwater increases.

Flyer:
Flight (duh :p) - At character level 1, every flyer is like Petrie in LBT 1 (or any other dino, for that matter!): unable to fly at all.  When a flyer learns this ability (as early as character level 2, probably), the flyer will be able to take off and fly.  As Flight levels up, the maximum height above the ground is increased and the maximum time you can spend in the air is increased.  At maximum level, Flight gives a flyer virtually unlimited flight freedom.

Spiketails/clubtails:
Tail Whip - The back end of a spiketail is what makes them unique!  Spiketails can use their tails for everything from taking down trees to bashing dents in the ground.  I'm sure we'll find a good use for these skills at some point in the game.

Charge - Like the threehorn, the Spiketail can headbutt objects to destroy or move them.  Less destructive power than the Threehorn's version (no horns on their head) but more capacity to move objects than the Threehorn (due to being heavier than the Threehorn).  Combined with a Threehorn or other Spiketails, Charge can be used to move very heavy objects.

Fast Runners:
Lift/Carry: Fast runners are large dinos with hands, able to carry and transport relatively large objects.  As this skill levels up, the fast runner will be able to lift heavier objects (rocks, etc.) as well as carry more objects over a distance.

Dash - Every dino has the ability to "Sprint" away from danger, increasing their speed for a short time.  What would a fast runner be that couldn't...run...fast? :p
The fast runners have the ability to improve their sprint speed and duration, similar to longnecks.


Skills for all Small dinos:
Stealth - Small dinos are able to use their size to sneak around and hide from enemies or any creature they may not want to see them.

Skills for all Large dinos:
Transport - Large dinos are able to carry smaller dinos on their backs.  This could prove to be useful in some situations.

Team Skills that require both dino sizes:
Carry: A small dino with a large dino can team up to carry large quantities of objects.  Basically, the objects and the small dino ride on the large dino's back, with the small dino holding them there in place.

Skills available to all dinos:
Sprint - Every dino will be able to sprint for a short time before getting tired.  Sprinting is designed to help the player get out of danger.

Rescue - Every dino is able to try to rescue another dino from a stuck situation, such as falling in a tar pit.  The limitation to this skill that is one is only able to rescue dinos of your size and smaller.  Small dinos cannot pull large dinos out of tar pits. :p

We need more ideas for skills and abilities!  Anybody have cool ideas? :D
Title: Playable characters and their abilities
Post by: Kor on June 19, 2008, 10:09:43 PM
One idea I got, from remembering Tippy with his mother was his mother telling him to bolt his food so he could eat (I forgot more or faster).  So maybe if some plant is used to heal maybe Spiketails can eat the plants faster.  No idea what that would mean, if anything, in the game.  

Maybe flyers can see well like I think some birds can, and swimmers maybe can see better underwater then non swimmers.  

If Troodons are added in as omnivores or herbivores their larger then normal eyes may give them good night vision.

Guido seems better at finding thermals, if that is the correct term, then other flyers, at least in the episode the hermit of black rock.  Not sure if he'll be left as a flyer or switched to a glider.  But maybe some flyers can have that ability.  It may not be automatic, but has to be chosen or something since Petrie, in that episode, seems to not have it.  This may tie into an ability to soar, to fly for longer periods then one can by flapping alone, as shown in the episode when a tired Swooper was able to rest while soaring to the great valley.

Also maybe flying in formation.  I"ve not seen the 12th movie but it seems, from the little I know and having seen the song from the movie where the young flyers are flying in formation, that having this skill may be important for large groups of flyers so they do not fly into each other.  Not needed for 1-2 or a couple maybe, unless they, maybe, need to fly really close to each other.
Title: Playable characters and their abilities
Post by: Coyote_A on June 20, 2008, 01:48:35 AM
So there is not going to be any playable sharpteeth? Well, that's understandable, but a little frustrating. :)
I have some ideas about fast-runners class. First, why not classify them as a medium size dinos? They are obviously lighter then longnecks or spiketails, and that would be easier for that dinos to pull fast-runner out of tar pit. :)
And second, what about adding a dinos with hard skulls(They are usually hiting each other forehead to forehead, while fighting... Sorry, can't remember the name. :rolleyes: ) as a fast-runner with "charge" ability? :)
Title: Playable characters and their abilities
Post by: kjeldo on June 20, 2008, 01:57:34 AM
are there not some more topics about this?
Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 02:22:35 AM
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are there not some more topics about this?
There is a general topic for discussing the game but this is a specific topic where we can really get into details, even to the point of numbers, exactly what skills do, etc.

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that would be easier for that dinos to pull fast-runner out of tar pit.
I got talking to Littlefoot Fan about this topic and we agreed that large dinos should not be possible to rescue from tar pits, even by other large dinos.  The reason for this is, I think back to LBT 2:
The Gang was not able to successfully save each other from the tar pits.
LBT 3's success with Hyp depended on having a large number of large dinos to help.  One helping one other would have a very low chance of success, hence I will not be making that an option.

Large dinos will be able to save small dinos from tar pits, etc.  
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So there is not going to be any playable sharpteeth? Well, that's understandable, but a little frustrating.
Never say never. :)
We might figure out a way, but we just want to avoid herds of sharpteeth characters forming in the Valley, for obvious reasons. :p

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I have some ideas about fast-runners class. First, why not classify them as a medium size dinos? They are obviously lighter then longnecks or spiketails, and that would be easier for that dinos to pull fast-runner out of tar pit.
Sure, we can do that.  Since fast runners have hands, they would be able to save any dino from a tar pit.  As for classifying them as Medium, sure.  That makes sense. :)

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And second, what about adding a dinos with hard skulls(They are usually hiting each other forehead to forehead, while fighting... Sorry, can't remember the name.  ) as a fast-runner with "charge" ability? 
I thought about that, too.  I think that would be a good idea.  We'll see what we can do.
Title: Playable characters and their abilities
Post by: Kor on June 20, 2008, 02:31:03 AM
Also how about Rainbowfaces will they be a playable race, or considered a movie character only?   There is one that looks sorta of like one in 1 or more movies, not sure if anyone else remembers him.  He is in at least 1, the song creepy crawlies from 11, not sure if he appears in any others.  My guess is they and, if allowed and considered an omnivore like Ruby's type of fast runner is, and maybe Troodons (if they are allowed and also considered omnivores or herbavores)  they'd be also considered a type of fast runner maybe.
Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 02:38:35 AM
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Also how about Rainbowfaces will they be a playable race, or considered a movie character only?
I want to be careful with rainbowfaces.  
First of all, you're absolutely right about them appearing in LBT 11.  I am making sure to have every playable character to be approximately the same age as the Gang.  I don't know what a a rainbowface of that age would look like.  We have only seen adults.  I will need a screenshot, or at least an accurate picture, in order to make a 3d model.  I just don't know where we could get one.

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Troodons (if they are allowed and also considered omnivores or herbavores) they'd be also considered a type of fast runner maybe.
Sure, they could work as another species of fast-runner. :)
Definitely worth considering as a species to put into the game.
Title: Playable characters and their abilities
Post by: Kor on June 20, 2008, 02:50:57 AM
Maybe a minimum combined strength is needed, like when we've seen the gang working together to pull someone out of trouble, based on the dino size.

How would Maiasaurs and Iguanadons (Spikethumbs they may be called) be classified?

The adults are a bit smaller then or around the same size as a fast biter, and a bit smaller then Ruby's mother, so one could maybe extrapolate that since the adults may be classified as medium size (unless you think they maybe another size), maybe their young would be small.  For purposes of ease maybe say they are around the same size at certain stages of age as a Flyer, more or less.  Maybe the same for Troodons, since Troodons are smaller, maybe assume they are about the same size as a Flyer.    In the video of creepy crawlies I found a spot that shows a medium shot that has Petrie's mother and the Rainbowface in the same shot and it seems they are almost the same size, with the Rainbowface being bulkier (hard to tell exactly since Petrie's mother has her wings around her so I can't see her body) and having a longer neck, legs, & tail.
Title: Playable characters and their abilities
Post by: aabicus (LettuceBacon&Tomato) on June 20, 2008, 02:56:43 AM
For special abilties, how about the ability to understand Sharpteeth? Apparently there is some fighting in this game, and those who understand Sharpteeth might be able to take the in-fight growls and understand them (to various degrees of success) as: "I'm about to charge you....okay, now I'm slashing to your left..." etc. This would be a useful skill for the bit of fighting that goes on.
Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 03:15:00 AM
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For special abilties, how about the ability to understand Sharpteeth?
You know what? That would be really cool, especially if we made it some secret skill if the player is able to find Chomper, who could teach it to them...or something like that. :p

Title: Playable characters and their abilities
Post by: Kor on June 20, 2008, 03:18:01 AM
Or translate for others.  It seems to not be a common skill, not sure how to do common or uncommon skills.  Maybe you'd have to learn it from certain characters like Chomper, if he'll be in the game as an npc or something, or another character.
Title: Playable characters and their abilities
Post by: Coyote_A on June 20, 2008, 03:19:28 AM
Communicating with sharpteeth, that's a very interesting idea. Such an ability might be useful in some quests(Like, helping raptor-mamma finding her missed eggs. Who knows, maybe Hyp and his gang is behind the crime of stealing them). :yes
Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 03:22:20 AM
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Who knows, maybe Hyp and his gang is behind the crime of stealing them). 
I'd like to throw in as many existing LBT characters as we can, *somewhere* in the game. If we can get Hyp and his buddies in the game somehow, that would be cool. :)
Title: Playable characters and their abilities
Post by: Coyote_A on June 20, 2008, 03:24:21 AM
Another idea have just visited me: if we have a radar in this game, why don't we have a "Sniffer" ability, that will help characters to "smell" objects and creatures remotely? :)
Title: Playable characters and their abilities
Post by: Kor on June 20, 2008, 03:28:34 AM
Some seem to have the ability, Chomper, and in the 8th movie Spike could smell green food from very far away, and in the lonely journey, I think it's called, Spike could follow Chomper's scent, though I'd guess maybe not as well as Chomper could follow Spike's, though that may have been a plot device in both of those times.
Title: Playable characters and their abilities
Post by: aabicus (LettuceBacon&Tomato) on June 20, 2008, 03:29:07 AM
That'd be really cool--the ability to extend the radar.
Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 03:29:35 AM
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why don't we have a "Sniffer" ability, that will help characters to "smell" objects and creatures remotely?
I smell...something difficult to program (depending on the range of the sniffer). :p

Certainly an option though.  I'd think a spiketail would have the most "powerful" version of this skill.  As we have seen from the movies, Spike's sense of smell seems to win over everybody else's.

We can smell for treestars, water, specific objects, sharpteeth...
My only real concerns with this are

1) Programming :p
2) Once we start putting in skills like digging and sniffing, players will be forced to sniff and dig every few steps, "just in case there was something secret there!"....I just don't want to annoy players with stuff like that.

Used tastefully, the sense of smell could be used effectively!  We just need to be careful with game design so it doesn't annoy people.
Title: Playable characters and their abilities
Post by: Kor on June 20, 2008, 03:32:09 AM
Very true, maybe something to be added in later, if it ever is.  It may annoy quite a few to use it a lot, and it seems few have the ability to Spike or Chomper's level, except other sharpteeth, even other Spiketails, in the movie didn't have it at at or near Spike's level, as I recall.
Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 03:32:43 AM

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That'd be really cool--the ability to extend the radar.
I was planning to have the map fairly limitless as-is, actually.
As long as you have previously been to an area, it would appear on your map.  The compass will show the area around your character.  You can press M (for example) to show a full screen map of the world, where you can zoom in and out on various regions.  This map would automatically complete itself as you explored the world.  I don't think we really need an ability to extend the map's functionality unless we had alternative plans for the map/compass system.
Title: Playable characters and their abilities
Post by: aabicus (LettuceBacon&Tomato) on June 20, 2008, 03:35:44 AM
Quote from: action9000,Jun 20 2008 on  02:29 AM
I smell...something difficult to program (depending on the range of the sniffer). :p
 
Whatever, can the idea. you're the one who's gonna get the headache trying to make the thing.

Also, with one sentence:

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2) Once we start putting in skills like digging and sniffing, players will be forced to sniff and dig every few steps, "just in case there was something secret there!"....I just don't want to annoy players with stuff like that.

You have conviced me. I wholeheartedly oppose anything that would make you have to do that.
Title: Playable characters and their abilities
Post by: Coyote_A on June 20, 2008, 03:36:56 AM
Well, it's all might be easier, like using the "sniffer" ability will allow player to see other players on the compass for a small amount of time. After all, it wasn't called a "radar" for nothing. :)
Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 03:45:32 AM
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like using the "sniffer" ability will allow player to see other players on the compass for a small amount of time. After all, it wasn't called a "radar" for nothing. 
Or enemies on the compass....
Hmm, there is potential here...:)
Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 03:49:01 AM
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Whatever, can the idea. you're the one who's gonna get the headache trying to make the thing.
One thing I'd just like to add:
While I might complain about the work involved, I want this project to be the best we can get it!  I'm willing to put in the extra effort if it will be worthwhile.  Basically, I just thought the idea needed some further development...though it's looking like we can do cool things wtih it by showing important features on the map temporarily, for example. B)
Title: Playable characters and their abilities
Post by: Lillefot on June 20, 2008, 04:47:25 AM
All of this sound exelent to me!
You pretty much covered alot over just one night!  :lol

Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 04:48:51 AM
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All of this sound exelent to me!
You pretty much covered alot over just one night!
I added about 60 posts to my post count in the last 24 hours. :lol

Yeah, it's been a really productive day for this project!  I got two program bugs sorted out, too.  Hopefully I'll have more time to program tomorrow.  I spent all day on the forum instead of programming! :lol  :p

Anyway, that's enough for me!
Bed time!  2:50 am. :P:
Title: Playable characters and their abilities
Post by: Malte279 on June 20, 2008, 08:56:31 AM
Yesternight Tim and I were discussing the choices one could have when creating a character. Apart from the general species (longneck, threehorn, swimmer etc.) we came up with the subspecies already mentioned by Tim (e.g. Apatosaurus, Diplodocus, Brachiosaurus in case of longneck) which would be different in appearance but not in abilities. Furthermore different shades of colors (bright, middle, dark shades of green, gray, brown etc.) should enable the player to create an individual character. It would be practicable to make it impossible for two perfect clones to appear in the game. As most of the characters have three main colors there would be many variants if those three could be picked individually. Maybe one could even pick individual eye colors, but I don't know if this can be done.
However there is one feature which we did not mention yesterday which I think should be included. Characters should be male or female which wouldn't make any difference in the abilities but some in the outward appearance. This is where character designers are needed to come up with characters of distinguishable gender (we have had the discussion on how difficult that is to manage in a fanart thread).
I started drawing a chart for longneck characters (always with a side and front view) today, but it may take a long while before it will be finished.
Title: Playable characters and their abilities
Post by: Kor on June 20, 2008, 10:47:51 AM
One idea is to be consistent, unlike in the show, so only females, or only males have eyelashes.  Dinos would not in the real world, but it could be one visual thing for players, and maybe the color scheme, with one gender being brighter and the other more base, darker tones, or something like that.
Title: Playable characters and their abilities
Post by: Malte279 on June 20, 2008, 12:27:45 PM
Apart from the physical abilities (running, swimming, climbing etc.) a different kind of ability may be interesting, namely an ability that will influence the way characters deal with NPCs (or they deal with them).
NPCs like Tops may be very reluctant to talk to the players (more likely to talk to threehorn characters than non-threehorn characters I suppose). I guess the reputation of a character may influence the way NPCs deal with the player.
Title: Playable characters and their abilities
Post by: Kor on June 20, 2008, 04:19:40 PM
Npc's could have 2-3 possible responses for a certain thing, maybe depending on the character's reputation, level, what kind they are for certain ones like Threehorn, ect.
Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 04:23:02 PM
If we can figure out a way to "group" NPCs in a way that would allow for a reputation system, sure, we can try to set something up like that!

Are we thinking simply the "Spiketails", the "Threehorns", etc. as reputation groups?
Title: Playable characters and their abilities
Post by: Clawandfang on June 20, 2008, 04:33:47 PM
Reputation...that's an interesting thought. You mean as in, certain good deeds earn you good repuation, while other, less repuatble deeds earn you bad reputaion(but probably offer more in the way of "material" rewards)?
Title: Playable characters and their abilities
Post by: Malte279 on June 20, 2008, 05:39:31 PM
In some cases a deed perceived by one group as good may be perceived as bad by another (there may be different ways to solve the same tasks to different effects). Anyway, this is planning wide ahead.
Title: Playable characters and their abilities
Post by: Kor on June 20, 2008, 06:09:44 PM
True, how to handle reputation could be a complicated thing and could be difficult to code in.
Title: Playable characters and their abilities
Post by: action9000 on June 20, 2008, 06:18:45 PM
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True, how to handle reputation could be a complicated thing and could be difficult to code in.
Actually reputation would be a relatively easy feature to code in. :)

All we need to do is set up a bunch of variables, one for each reputation group, and add/subtract that value when you finish a task.  We can simply check that value when talking with an NPC.  No big deal. :)

Much easier than programming skills/abilities!
Title: Playable characters and their abilities
Post by: Kor on June 20, 2008, 11:06:07 PM
That is good.  I thought it would be very complicated.
Title: Playable characters and their abilities
Post by: Coyote_A on June 21, 2008, 08:27:06 AM
If we're going to talk about reputations, we should first think about fractions, they are going to represent. :)
Title: Playable characters and their abilities
Post by: aabicus (LettuceBacon&Tomato) on June 22, 2008, 04:15:03 AM
Not to change the subject (okay, it is to change the subject, I admit it), but will the species with speaking impediments maintain them in the game? Will young flyers have no concept of the pronoun? Will young swimmers have no concept of the past tense? Will young fast runners (unfortunately) have a concept of the redundant clause?
Title: Playable characters and their abilities
Post by: Malte279 on June 22, 2008, 05:18:27 AM
As the communication between players, it will be in written chat, won't it Tim? In this case it would be only in some prepared lines that could be said to NPCs that such special "LBT language" could be used.
Is the talking to be completely based on written lines? Or will there be voice actors needed to talk for some NPC characters (or the characters as well?).
I'm quite sure that many of us here would be happy to do such a voice acting job (myself included), but I suppose this is a matter to be dealt with in the rather distant future.
Title: Playable characters and their abilities
Post by: action9000 on June 22, 2008, 05:46:54 AM
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As the communication between players, it will be in written chat, won't it Tim?
yep, exactly. :)
You will be able to speak however you want to other players.  Feel free to roleplay your character if you want. :lol:

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Is the talking to be completely based on written lines? Or will there be voice actors needed to talk for some NPC characters (or the characters as well?).
I was planning on simply doing written text showing what the NPC is saying but the code for voice acting is not difficult!  I'm totally game for putting in voice acting if people want to do voices! :yes  

I would say a combination of both, if we want voice acting, just in case the player has the sound turned off or they want to reread a part.
Title: Playable characters and their abilities
Post by: Kor on June 22, 2008, 09:31:10 AM
Having both may be good.  If multiple are willing to do voice acting it may end up most, or all, of the male npc's can have voices but the females would have less, depending on how many there will be, may need to either have some of the same person or 2 with maybe some altering of their voice by electronic means to have it sound a little different, if someone wants to go to that degree, and / or altering a male voice to sound more like a female.

As for how flyers speak, if one has the 12th movie and some flyers are speaking in that one can see if it is normal for young flyers to speak like Petrie or not.  I'd guess most do not and most young swimmers don't all talk like Ducky, just my personal take on it.  But each person could personalize their char's way of speaking if they wish.
Title: Playable characters and their abilities
Post by: aabicus (LettuceBacon&Tomato) on June 22, 2008, 12:08:12 PM
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most young swimmers don't all talk like Ducky

Actually, I don't recall ever hearing another young swimmer, except for briefly in the background of that one family song in LBT 8. And there, they didn't use contractions.

This, however, is rather off-topic, and probably of the least important matter to this RPG.

On a more relevant matter, I've noticed that the earlier posts are asking for rather a lot of playable species. I think we should probably just stick to the main character species (Apatosaurus, Triceratops, Parasaurolophus, pterosaur, and stegosaurus. I guess you could make an arguement for Oviraptor due to Ruby). Remember, we'll need NPC's of different species, and I think the gallimimuses and pachycephalasauruses would be better served there.
Title: Playable characters and their abilities
Post by: Kor on June 22, 2008, 10:57:02 PM
I don't think we should reduce the number of playable species, but as, I think it was Malte, did one could classify a number different species into certain kinds.  So one can be a swimmer and the different types can be subspecies, that mainly only is part of how one looks, likely no coded differences between the different species within that type.  I would guess this would be easier on the coder too.
Title: Playable characters and their abilities
Post by: Malte279 on June 23, 2008, 03:05:43 AM
^ That's right. When Tim and I talked on MSN the suggestion was to come up with the following groups:
Longneck
Threehorn
Swimmer
Flyer
Spiketail
Fastrunner
The subspecies (e.g. Apatosaurus, Diplodocus, and Brachiosaurus in case of the longneck group) are just meant to increase the variety of characters' possible outward appearances while they won't differ in abilities at all. The idea of enabling the player to choose between different species along with different colors is to avoid that there will be confusing "clones" in the game. I suppose we might have to consider a mechanism to prevent two perfectly identical looking characters in the game.
Title: Playable characters and their abilities
Post by: Coyote_A on June 23, 2008, 03:22:06 AM
Different eyes colors, specific skin tones(Cow-like colored longneck for example. :lol: ), different forms of horns for Threehorns(One could be broken for example.)... There's all types of stuff, taht can made a character unique. :)
Title: Playable characters and their abilities
Post by: Kor on June 23, 2008, 08:40:35 AM
And if they are young threehorns some personalizing choices could be having horn like Cera, all 3 like Dana and Danah, and if instead of the 1 horn on their nose like Cera they may instead of the 2 on their head among other options.  With longnecks there are many species so lots of options.
Title: Playable characters and their abilities
Post by: Malte279 on June 25, 2008, 02:37:50 PM
I made a few drafts for possible longneck characters; an Apatosaurus (basically Littlefootlooking), a Diplodocus (more pointed snout and slightly longer tail), and a Brachiosaurus (foreleg longer than the hindleg, bump on the head).
(http://mitglied.lycos.de/malte279/Random%20LBT%20Art/Longneck%20Drafts2.jpg)
One thing I realize is that in case of some other species (e.g. swimmer, spiketail, and threehorn) far more than three interesting variants (species that is) would be possible. For example apart from the three kinds named so far for the Threehorns (Triceratops, Pachyrhinosaurus, and Chasmosaurus) there are several more interesting species with distinctive looks (e.g. Styracosaurus, Torosaurus).
I made another rough sketch which points out a few distinctive features which we might want to consider when thinking about creating a large variant of different longnecks:
(http://mitglied.lycos.de/malte279/Random%20LBT%20Art/Longneck%20Differences2.jpg)
Title: Playable characters and their abilities
Post by: Mumbling on June 25, 2008, 02:43:20 PM
Very nice, detailed drawings you got there Malte. It really looks awesome! :^.^:  :yes
Title: Playable characters and their abilities
Post by: Coyote_A on June 25, 2008, 04:04:11 PM
You've made a very nice sketch, Malte. :yes
Title: Playable characters and their abilities
Post by: Kor on June 25, 2008, 05:56:58 PM
Longnecks would have a lot of variety, along with some other types, swimmers and some classified with threehorns and flyers also.  Some of the scenes of the longnecks at the arrival place in LBT 10 shows quite a few different types of longnecks.

I do like the idea, instead of being inconsistent like they are in the movies and tv series of only females having eyelashes.  That would be one easy to tell difference one could see right off between male and female dino characters.   Another may be males or females tend to be darker shades and the other brighter.
Title: Playable characters and their abilities
Post by: kjeldo on June 26, 2008, 12:02:39 PM
that is detailed i see,looks quite interesting
Title: Playable characters and their abilities
Post by: Serris on June 26, 2008, 10:37:40 PM
Late but I want to weigh in.

Personally, I think Malte's got the best customization format.

Now for my points and suggestions:

I think a Pachycephalosaur could added as a Fast-Runner with a charge ability. But obviously, the charge would be weaker but faster to power up than a Threehorn or Spiketail charge.

Is the Clubtail classed as a "Spiketail" in this RPG?

About the Longneck class, they appeared to have a somewhat prehensile tail (LBT 7).

I think this would work:

Tail Grab: Can only be used by Longneck class

Longnecks can use their tail to grab objects or enemies. This must be gained by leveling up. At first, it will be rather weak and can only grab smaller objects (shrubs, fast-biters and the like) and the time the character can hold the object is limited. As it levels up, the character can grab and move larger and heavier objects and hold them for a longer period of time (there are some objects that cannot be moved and some that cannot be held and some objects that cannot be affected by this ability).

In combat, this can be used to trip enemies, slam enemies against other enemies or objects or pull down things like rocks or trees on enemies.


In LBT 4 Ducky used a vine to rescue Cera. Could this be implemented?

I'm thinking of this:

Vine Rescue: Can only be used by Fast-Runners or Swimmers

This skill must be learned by leveling up and can only be used if a vine is in the inventory or nearby. The dinosaur throws a vine to the dinosaur in distress. It allows the rescue of a dinosaur too far to reach from shore and it allows a faster rescue. As it levels up, the vine's accuracy and range increases.

This skill cannot be used in combat.

Accuracy:
Start - 35%
Mid - 50%
Final - 90%


Also in LBT 4, the characters bombarded Icthy and Dil with rocks to distract them. Could this be implemented as an ability (without overemphasizing combat)?


How about adding in large class flyers (See LBT 7, the white flyer that rescues Littlefoot, Cera and Spike)? Obviously, this would have to be a fictional creature as there are no flyers actually that large.

These large class flyers are the only flyers with the transport ability.


As for Chomper and Spike's boosted sense of smell, I think the best way to implement it would be a simple "radar" range extension.


As for gender differentiation, I think addition of eyelashes to females would work well. But I also came up with something similar to Animal Crossing (text boxes would have different colored background for the genders <blue - male> <pink - female>). The only problem would be for non-speaking NPCs or player characters.


The mention of combat by someone raised an interesting point. I'm assuming combat would play only a minor role in leveling up.

But is combat in real time (no zoom in on battle, fight seen on map) or "traditional RPG" (turn based) or "Tales of Symphonia style" (real time, zoom in on battle)? Would hit points/health be featured in?


How would healing be done? I'm leaning towards a combination of time based with "healing plants".


How would an inventory system work if even present?


FEEL FREE TO EDIT OR CRITIQUE MY SUGGESTIONS
Title: Playable characters and their abilities
Post by: Kor on June 27, 2008, 12:22:52 AM
I think any combat should be avoided.  As for vine rescue, if it is a skill why not let any 2 footer be able to do it.  Flyers could, and Chomper could, though his arms are smaller in proportion to his body then the others.  

Having Clubtails as a type of Spiketail makes sense, though the damage with their tail may likely be blunt instead of impaling for coding purposes there may be no real damage.
Title: Playable characters and their abilities
Post by: Malte279 on June 27, 2008, 03:49:33 AM
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I think a Pachycephalosaur could added as a Fast-Runner with a charge ability. But obviously, the charge would be weaker but faster to power up than a Threehorn or Spiketail charge.
I really like the idea of involving Pachycephalosaurus (domeheaded bipeds).
Same as some other kinds of biped dinosaurs (e.g. Iguanodon) they are standing out for a special ability not shared by many distinctly different looking dinosaurs. As I am not the one who has to deal with the work of programming and creating 3D models I cannot say anything about how likely they are to be included, but I really like the idea.
Come to think of it Pachycephalosaurus may be a very, very interesting element in some tasks as an NPC as well. We've seen Pachycephalosaurus running amok several times throughout LBT. They might be one of the "enemies" to be tricked in tasks (lure it away from that cave entrance, but don't let yourself get caught while the others are sneaking in).
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Is the Clubtail classed as a "Spiketail" in this RPG?
Yes, I think so. Of course a club is not identical with a spike, but as they are resembling each other and as there is a lot of programming involved they will probably be made one class. Apart from Stegosaurus and Ankylosaurus, Nodosaurus and Kentrosaurus may be interesting species for that class.
Quote
Tail Grab: Can only be used by Longneck class

Longnecks can use their tail to grab objects or enemies. This must be gained by leveling up. At first, it will be rather weak and can only grab smaller objects (shrubs, fast-biters and the like) and the time the character can hold the object is limited. As it levels up, the character can grab and move larger and heavier objects and hold them for a longer period of time (there are some objects that cannot be moved and some that cannot be held and some objects that cannot be affected by this ability).
I like the idea, especially as longnecks are so far the class with the least clearly defined abilities. Apart from grabbing they may also be grabbed (as in case of LBT 2, 3, and 5) to save someone from a "cliffhanger situation" so to speak.
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In combat, this can be used to trip enemies, slam enemies against other enemies or objects or pull down things like rocks or trees on enemies.
I don't know about this one. From what we said so far combat is meant to play a very minor role in the game. No matter the LBT 10 longnecks I still think that Shorty sized longnecks could easily trip a sharptooth. I suppose the tail would be the "weapon of choice" if there is to be such a situation though, but I don't think we would ever have one kid take on a Sharptooth in head on combat.
Quote
In LBT 4 Ducky used a vine to rescue Cera. Could this be implemented?
I hope so, for it could be used very nicely in many tasks.
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How about adding in large class flyers (See LBT 7, the white flyer that rescues Littlefoot, Cera and Spike)? Obviously, this would have to be a fictional creature as there are no flyers actually that large.

These large class flyers are the only flyers with the transport ability.
That flyer was a grownup though. For all I know (correct me if I am mistaken Tim) we mean the players to be Gang-aged in the game. We were discussing ways to spare the players long and eventless journeys from one end of the valley to the other. In this connection such large flyers were mentioned as a possible device of transport in the shape of NPCs.
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How would healing be done? I'm leaning towards a combination of time based with "healing plants".
I may earn a lot of protest for this one, but I suggest a different approach. In most games it doesn't matter if a character is maimed by a bunch of orcs so long that character has enough food to eat afterwards. I certainly don't want to underestimate the importance of a full stomach (as a means to fill the energy bar) but I don't think it would be a good idea to establish eating as the kind of miraculous cure it is in most games. I suggest that if a character is actually wounded by a Sharptooth or whatever it will take a few game days (depending on the severity of the wound) for the character to heal. The live energy bar could gradually return to normal and there may be ways to increase the process a bit (Nightflower, the visiting of an NPC with some healing abilities), but it would still not be the typical "eat 10 treestars and will be fine" kind of matter. This may also encourage players to stray from traditional RPG procedures by thinking about how to get past that sharptooth (for example) without a fight; a progress which the characters in the movies are likely to take.
Title: Playable characters and their abilities
Post by: Kor on June 27, 2008, 10:11:07 AM
I think many rpg's would be better and more roleplay focused if they didn't have the elements of poof you're healed.
Title: Playable characters and their abilities
Post by: Malte279 on June 27, 2008, 11:21:15 AM
I finished drafts for possible threehorn characters. There is a greater variety of distinctly individual looking types of threehorns than there are longnecks, so here are five rather than three types:
(http://mitglied.lycos.de/malte279/Random%20LBT%20Art/Threehorn%20Drafts2.jpg)
Please note that I did not let the Torosaurus sport three rather than two horns for any other reason than "testing". I don't suppose the kind to be any more likely to sport three rather than two horns at a young age than any of the other kinds. LBT does not give any clear hint on why some threehorns (Dinah and Dana) sport three horns at a very young age already while others (Cera, Tricia, hatchlings from LBT 2 and 3) sport only one. There is no explanation either why Cera sports only three "knuckles" (anyone knows a better term?) along the edge of her frill while younger Tricia sports five. Anyway, this lack of clarity allows us for some interesting devices of creating different looking Threehorns.
I considered if one or three horns could be a way to differentiate male from female threehorns at a young age, but this is not sanctioned by the movies (Dinah), and might be regarded as rather sexist (girls get two horns while guys get three, does that make them more... anyway :lol). Here is a sketch about possible devices of differentiation for threehorn characters:
(http://mitglied.lycos.de/malte279/Random%20LBT%20Art/Threehorn%20Differences2.jpg)
Title: Playable characters and their abilities
Post by: Mumbling on June 27, 2008, 11:33:02 AM
Again a great job Malte. :yes This looks really nice.
Title: Playable characters and their abilities
Post by: Kor on June 27, 2008, 11:56:08 AM
I wonder if some thing domeheads should have a similar ability to the threehorn ability of charge since they do have a thick skull that seems designed for impact.  

I guess maiassaurs would be considered swimmers, or are there other ideas or folks who know more about them.  As I recall there have been shown in the early sequels what could be a herd of maiasaurs in the great valley and some have been shown so that could mean there could be some young ones living in the valley, and at least 1 is shown in one of the movies as having eggs in a nest.   And how do you think their ability to move around like 4 footers, and yet also rear up and walk, at least for a while, like four footers and having hands would be handled?   No coding needed and instead just rped maybe?

Iguanadons, which I guess would be called spikethumbs or similar may have a different ability due to their thumbs, though it would be somewhat awkward to use unless something was right in front of them and close.

Are there other types of dinos that some thing may be unique abilities or similar abilities to ones that already are listed here like Longnecks, threehorns, ect?
Title: Playable characters and their abilities
Post by: General Grievous on June 29, 2008, 12:19:52 AM
About the health thing, maybe eating could help you regain health faster so you aren't as restricted in your abilities as long.  I'm not saying make it instantly heal you but make it heal you a little faster than just waiting around for it to slowly refill.
Title: Playable characters and their abilities
Post by: action9000 on June 29, 2008, 12:34:55 AM
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About the health thing, maybe eating could help you regain health faster so you aren't as restricted in your abilities as long. I'm not saying make it instantly heal you but make it heal you a little faster than just waiting around for it to slowly refill.
So basically: the more full your energy bar, the shorter your healing time. :)
Sure, we can do that!
Title: Playable characters and their abilities
Post by: Coyote_A on June 29, 2008, 03:44:12 AM
BTW, how about a "Hidden Runner" class, like the one from the TV episode? He may have some special ability to appear invisible, when he stands still. :)
Title: Playable characters and their abilities
Post by: Malte279 on June 29, 2008, 04:11:20 AM
^ In general smaller characters (e.g. swimmers, flyers) should have an easier time when trying to hide, sneak etc. from a sharptooth.
Title: Playable characters and their abilities
Post by: kjeldo on June 29, 2008, 08:18:37 AM
two legged dinosuars can jump easily,
Title: Playable characters and their abilities
Post by: Kor on June 29, 2008, 11:23:15 AM
And throw things, though some 4 footers can use their tails for that, it's a different skill, I'd say.  Not sure if having hands is an ability or not.
Title: Playable characters and their abilities
Post by: Serris on June 29, 2008, 09:33:25 PM
Quote from: action9000,Jun 29 2008 on  12:34 AM
The more full your energy bar, the shorter your healing time.
 
You mean like a food gauge like in Darkstone (old classic fantasy RPG I used to play) or Pokemon Mystery Dungeon?

I like that idea.

Here's my vision of how it would work:

The food gauge steadily depletes as you explore or do tasks. It can be replenished by eating green food, some green food fills it up more than others. Like Treestars will fill it very quickly, while the food on Chomper's Island will be less filling than others.

The food gauge depletes at a different rate and has a varying capacity for the classes. It depletes the slowest and is the largest in the Longneck class (large stomach and slow metabolism), it depletes the fastest and is the smallest in Flyers (small and very active, flight requires lots of energy). The other classes have depletion rates and gauge sizes between them. I am visualizing the guages as the same size (appearence wise) for all the classes, it's just the value that's different.

I don't know if the size and depletion rates should be modifiable or not.

The food gauge does affect the gameplay:

100% of gauge - abilities at max level (whatever level they have been leveled up to), healing is at max speed

75% of gauge - abilites at max level (whatever level they have been leveled up to), healing is slowed down slightly

50% of gauge - abilities drop 1 level from whatever level they have been leveled up to), healing is obviously slowed down

25% of gauge - abilities drop 3 levels from whatever level they have been leveled up to), healing ceases

0% of gauge (totally empty) - abilities revert to level 1, character takes damage

All level drops in abilites are temporary and will be reversed once the gauge passes the critical point.

Example:

Shorty with level 6 tail whip at with a full food gauge doesn't eat and his gauge becomes totally empty, he will now have a level 1 tail whip. Once he gets the gauge past 25%, he'll have a level 3 tail whip, once he reaches 50% of his gauge he will have a level 5 tail whip. Once he reaches 75% of his gauge, he will have his level 6 tail whip restored.


Quote from: Kor on  
And throw things, though some 4 footers can use their tails for that, it's a different skill, I'd say. Not sure if having hands is an ability or not.

I don't think having hands should count as a skill.

But tail throw can be added in:

Tail Throw: All four-footers can learn this. Max level is only attainable by Longnecks (remember the prehensile tail)

The dinosaur uses its tail to throw an object at its target. This ability is not as accurate or as fast to use as the throw that two-footers can use, but it is capable of generating more power and throwing heavier objects.
 
At low levels, only small loose objects like loose rocks can be thrown. At max level, objects like small trees can be simultaneously ripped out and thrown (ala the Incredible Hulk).


Quote from: Coyote_A on  
BTW, how about a "Hidden Runner" class, like the one from the TV episode? He may have some special ability to appear invisible, when he stands still.

To be totally blunt, I REALLY don't like this idea. It seems to add too much of a "classic fantasy" feel (invisibility).

Although the inclusion of a "Hidden Runner" class as a Fast-Runner with enhanced sneaking abilities could work.


Quote from: Kor on  
Iguanadons, which I guess would be called spikethumbs or similar may have a different ability due to their thumbs.

I think they should only get a bonus for object manipulation (+5% accuracy for vine throw, as an example) and throwing objects (enhanced accuracy, greater power, greater range or all of them)
Title: Playable characters and their abilities
Post by: Kor on June 30, 2008, 12:37:25 AM
Not sure about hidden runner, the one shown didn't seem to understand Cera, but for the game one maybe could say that one had a severe shyness or something.  A bonus to stealth or something that works only in areas with lots of plants like the Great Valley may make sense, if folks want them to be open as pc's.  Also if one looks one can see it, like Ruby was able to, and any sharptooth could find one with their sense of smell, though it may take longer if they can't see it as seen in some movies and tv episodes with the gang are hidden and the sharptooth takes a while to find them since it can't see them.
Title: Playable characters and their abilities
Post by: Malte279 on June 30, 2008, 03:26:26 AM
Another ability for the longnecks may be that of "felling" small trees to open up new ways or the like (as demonstrated in LBT 2). I suggest longnecks to be the only ones who can actually bring down a tree while threehorns for example can only shake the leaves from their tops (as demonstrated by Cera in the intro of LBT 4).
Title: Playable characters and their abilities
Post by: Kor on June 30, 2008, 11:24:31 AM
It would seem that young domehead kids may not have that ability since we are shown, at least once, 1 of 2 domehead kids in 6 I think it was and they looked a bit small.  The ones who take Ducky's treestars in the tv episode The Cave of Many Voices may have been teenagers.
Title: Playable characters and their abilities
Post by: Serris on June 30, 2008, 12:18:30 PM
Quote from: Malte279,Jun 30 2008 on  03:26 AM
Another ability for the longnecks may be that of "felling" small trees to open up new ways or the like (as demonstrated in LBT 2). I suggest longnecks to be the only ones who can actually bring down a tree while threehorns for example can only shake the leaves from their tops (as demonstrated by Cera in the intro of LBT 4).
Couldn't the tail grab ability be used for this already?
Title: Playable characters and their abilities
Post by: Malte279 on June 30, 2008, 02:25:20 PM
^ I guess there are overlappings between some ideas and some may have to be combined. I guess so far all suggestions are being gathered. Later on they probably have to be sorted out structured etc.
Title: Playable characters and their abilities
Post by: Kor on June 30, 2008, 05:31:04 PM
Not sure if strength is important in that but it's been shown that Spike is at least slightly stronger then Littlefoot.  Though in time Littlefoot will exceed Spike's strength.
Title: Playable characters and their abilities
Post by: Malte279 on July 01, 2008, 10:26:57 AM
I guess I must come across as something of a hypocrite at the moment (or however you would want to call someone complaining about tons of work which don't really exist) for in spite of my ongoing complaining my current output of LBT drawings is really high. In my defense I must assure you that this work I'm complaining about really DOES exist. However, I also have to visit quite a few courses in which there won't be any exam or where I feel I really know my stuff. This leaves me some time to draw. Today I did some drafts for the swimmers that could appear in the game. I messed up the proportions (which more resemble that of a grownup rather than a kid) but the general idea of the characters' looks can still be seen. As the major differences between these different species is mostly limited to the heads and crests I drew only the heads of most of the different species:
(http://mitglied.lycos.de/malte279/Random%20LBT%20Art/Swimmer%20Drafts2.jpg)
The crests are a striking mark of differentiation (I guess there might be a way to come up with different textures or something for the crests of the Lambeo- and Corythosaurus (if they are to be included at all)) but there are very few other things, nothing we hadn't had with the other species already (spine crest, eyes etc.). Same as with the threehorns we might want to consider if a different size of the crests could be used to signify the character's gender, but once again there is a risk of this being interpreted as sexism:
(http://mitglied.lycos.de/malte279/Random%20LBT%20Art/Swimmer%20Differences2.jpg)
Title: Playable characters and their abilities
Post by: Malte279 on July 01, 2008, 10:32:25 AM
^ PS: a crestless variant of such a swimmer could be used for an Edmontosaurus.
In case of some other species it is not quite sure if they could with any real justification be labeled "swimmers" (referring to Maiasaura in particular). In general we have a few landwalkers (Pachycephalosaurus, Iguanodon) whose abilities or inabilities make it impossible to ascribe them to one of the existing kinds as they are rather individual. I don't know if it would be practicable to include them as playable characters or if perhaps they will make appearances as NPCs only; if at all. I have no idea how much work it takes to get a single one of these dinos on screen in 3D, but I assume it is an awful lot more work than it is to just scribble them on a piece of paper.
Title: Playable characters and their abilities
Post by: Kor on July 01, 2008, 11:00:03 AM
It would be best to not restrict the number of pc races I think.  But it may be easier at the start, depending on how hard it is to code or put in images of a char so it is playable to start with 1 of each of the main types, then add some over time to increase the number of choices, instead of trying to do all the 3d images of pc's at once.  Maybe something like 1 flyer, 1 swimmer, ect, or a couple of each, and maybe latter adding bit by bit, to make it easier on the folks making characters.  

Though I agree that some types may need to be in their own categories due to their unique abilities or other reasons.
Title: Playable characters and their abilities
Post by: action9000 on July 01, 2008, 07:25:09 PM
Quote
Maybe something like 1 flyer, 1 swimmer, ect, or a couple of each, and maybe latter adding bit by bit, to make it easier on the folks making characters.
I totally agree with this.  We'll have one graphic of each type before we get into expanding the customization and species variety.
Title: Playable characters and their abilities
Post by: Kor on July 02, 2008, 02:17:08 AM
I guess the easiest ones to add first would be the ones that have the same bodies, but who's heads are different.  Unlike those who have different bodies and / or heads.
Title: Playable characters and their abilities
Post by: action9000 on September 30, 2008, 07:18:35 PM
alllright everyone!  I'm working a few bugs out of the basic engine here that I've stumbled across, but once that's done we'll start working on some real game content! :D

What I'm needing from everyone are ideas for abilities, skills, or anything that the player's character can learn or use in-game, either to improve stats, accomplish something, make something easier, faster, do something completely new, something mainly for fun, another way to solve a problem, etc!  Any ideas are welcome!  B)

Here's why I ask right now:
I'm thinking that once we get the engine working, we can start adding in game content, which will quickly result in the character having stats and learning new skills.  The question is, what sort of in-game interface do we want?  The skills must be accessable somehow.  How do we want to be able to 'activate' the skills?

Skills are broken up into 2 major catagories:
Passive and Active:

Active Skills: Have to be activated by the player.  Active skills will typically require pressing a hotkey, clicking something on the interface or something similar to activate.  Most active skills will require Energy and their effectiveness will typically be reduced as the character has less energy.

Active skills would be things like Charge, Tail Swipe, etc.

Many active skills can be improved on, either by levelling up the skills or from having passive skills that increase its effectiveness.

Passive skills: Are always on, always applying to your character and don't consume energy by themselves.  Passive skills include things like 'improved sprint', which may be a passive ability for a longneck, for example.  As long as the player has this skill, their Sprint skill becomes more effective (faster, longer, less energy consumed, for example).  Passive skills typically either give the player access to something new in the world (such as giving the character the ability to climb, swim, jump higher, etc.) or improve other skills/stats that the character has.
Title: Playable characters and their abilities
Post by: action9000 on September 30, 2008, 07:26:05 PM
I"m asking this now because we need to decide roughly how many active skills we'll have in the game.  If we'll be having a large variety of active skills, the game may benefit from an interface similar to MMO RPGs, like World of Warcraft:
http://www.idx3d.ch/temp/WoW%20Interface.jpg (http://www.idx3d.ch/temp/WoW%20Interface.jpg)

Note at the bottom of the screen, there are a number of square icons running across?  Those are the hotkeyed skills.  The player can click on them or press the hotkey (appearing on the icon, set by the player) to activate the skill.

Malte pointed out to me that this system may be too complex for our game.  I don't have an easier idea in mind that doesn't restrict the player or complicate the process of using skills.  Basically, I want to find out if this system is necessary, how many skills we'll actually have when we're playing the game at higher levels, if we need a better design for the interface, if this will work, and exactly how we want to approach using skills in the game. :)
Title: Playable characters and their abilities
Post by: Kor on September 30, 2008, 11:08:50 PM
I have a few ideas.
 
2 footers: punching, tieing knots, maybe being more effective in using healing plants and such since they can apply more easily then 4 footers can, throwing things, carrying things in their hands,

Flyer types: dropping objects from a height,  Swoop attack, pecking, Maybe better distance vision since they are use to being high up and looking at the ground,

Swimmers: Maybe seeing better underwater then non swimmers who know how to swim, have a higher skill then non swimmers who know how to swim, even without putting points into it, though they can if they wish,

as for recovering energy, some larger folks, like Littlefoot may have more, but it takes him longer to fill his then Petrie or Ducky, but he can go longer without eating to refill his, so neither small or large has a clear advantage over this, since both have advantages.  1 leaf may be enough for Petrie or Ducky to be full of energy, but they'd have to eat more often, whereas the larger gang members have to eat more, but not as often.

Omnivores like Ruby maybe can eat more then treestars and other plants, though it may be very complex to put this in.  

Sharpteeth (if they are playable characters) would have to do with crawlers, insects, fish, and such like this.  Though they can use their teeth and claws more effectively maybe as weapons, being sharper maybe.
Title: Playable characters and their abilities
Post by: Serris on September 30, 2008, 11:17:59 PM
Quote from: Kor,Sep 30 2008 on  11:08 PM
I have a few ideas.
 
2 footers: punching, tieing knots, maybe being more effective in using healing plants and such since they can apply more easily then 4 footers can, throwing things, carrying things in their hands,

Flyer types: dropping objects from a height.  Swoop attack, pecking,
Hmm.

I do recall combat was to play a small role.

Pecking and object bombardment could have non combat uses.


I also thought that maybe the Threehorn and Spiketail class can take more punishment (higher HP) than the other classes.


Longnecks can have an inherently greater vision range because of their height.


Flyers can only recieve a vision boost if they are flying (See Petrie's size compared to Littlefoot).


Title: Playable characters and their abilities
Post by: General Grievous on September 30, 2008, 11:44:27 PM
In terms of skill types, there are basic skills that every character should have, no matter what species they are.  Certain species may be better at using certain skills but I think all characters should have them anyway.

Swimming

Strength

Stamina

Tracking (useful for finding food easily.  As levels increase, better foods can be found more easily.  Perhaps it could be useful for when you have to find another object/character)

I don't know is combat would actually be a skill since it would play such a small part.

That is all I can think of at the moment.



Title: Playable characters and their abilities
Post by: Serris on October 01, 2008, 12:21:32 AM
I know this is not gonna fly but I still want to put it out here.

Combat: (Yes, I know combat will be very rare, but it still occurs in the LBT universe)

Perhaps the two-footers would be better at grappling and the four-footers would be better at striking?
Title: Playable characters and their abilities
Post by: action9000 on October 01, 2008, 03:06:21 AM
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Combat: (Yes, I know combat will be very rare, but it still occurs in the LBT universe)
Yes, combat will exist in the game; not very much but I do expect it will appear on rare occasions.

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as for recovering energy, some larger folks, like Littlefoot may have more, but it takes him longer to fill his then Petrie or Ducky, but he can go longer without eating to refill his, so neither small or large has a clear advantage over this, since both have advantages. 1 leaf may be enough for Petrie or Ducky to be full of energy, but they'd have to eat more often, whereas the larger gang members have to eat more, but not as often.
I really like this idea. :) I'm pretty sure we'll end up doing something like this in the game. :)
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2 footers: punching, tieing knots, maybe being more effective in using healing plants and such since they can apply more easily then 4 footers can, throwing things, carrying things in their hands,

Flyer types: dropping objects from a height, Swoop attack, pecking, Maybe better distance vision since they are use to being high up and looking at the ground,

Swimmers: Maybe seeing better underwater then non swimmers who know how to swim, have a higher skill then non swimmers who know how to swim, even without putting points into it, though they can if they wish,
These are neat ideas, I like the concept of dropping things from midair.  I'm sure we could find some use for that!  We'll see. :)

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I also thought that maybe the Threehorn and Spiketail class can take more punishment (higher HP) than the other classes.
Sure!

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Longnecks can have an inherently greater vision range because of their height.

Flyers can only recieve a vision boost if they are flying (See Petrie's size compared to Littlefoot).

Then comes the question of how will vision be shown in the game?  Will we use a 'fog' to limit view distance?  Typically, I'd rather use fog as a weather effect or way to control game performance/framerate.  How could we use vision in the actual game?  Fog would probably just look weird if it is used purely to limit vision due to character stats/limitations.  I'd also rather not blur the screen for characters who have poorer vision (that's a nice way to make a character that will never get played! :p :lol )
Title: Playable characters and their abilities
Post by: Serris on October 01, 2008, 11:33:10 AM
I think vision could be represented as a "radar" range extension.
Title: Playable characters and their abilities
Post by: Noname on October 01, 2008, 05:20:30 PM
A few ability ideas of my own (some of these may have already been suggested by others)

Swimming: Character can move through water as well as her or she could move through land.

Flying: Character can move through the air.

Balance: Character can stand on one leg; only usable by bipeds (can give advantage when walking across narrow surface, or having to balance on moving surface.)

Scent: Enables character to track other characters, enabling them to follow them a certain distance (only works for predators.)

Climb: This character can climb trees.

Plains-walker: This character uses less stamina when crossing flat, open terrain (like a Triceratops)

Swamp-walker: This character uses less stamina when crossing marshy terrain (like a Saurolophus)

 


Title: Playable characters and their abilities
Post by: Kor on October 01, 2008, 10:33:35 PM
I like the idea that certain types like a longneck may be able to see farther then other types of quadrapeds, though I am not sure if this is an easily coded ability or one that is best ignored.  Though flyers will have the ability to see farthest by flying up, and can see around as well.  

I think someone mentioned before that the energy use for small characters may stop if they are carried by a larger character.  Which fits and may explain why Petrie is not flying a lot in the movies & episodes.  Ducky's doing the same may be due to this and also do to her small legs she moves far slower then her larger friends.  Though if this is done this may mean less folks would want to play smaller characters who can't fly like Ducky.
Title: Playable characters and their abilities
Post by: Flathead770 on January 13, 2009, 03:06:23 AM
Just a quick idea i had for a skill for the spiketail type class. The skill is passive and allows the the user to keep eating after the spiketail has full stamina, allowing the spiketail to temporarily have a boost in energy. Lets say that with the skill you can get up to 125% stamina. During this time, all skills effects are increased by a certain amount. But your stamina will lower quicker then usual until it drops back down too 100%, then the skills will be back to normal effect and the stamina decrease will be back to normal. More points into the skill could increase the bonus to skills or lower the rate of stamina decrease (max being standard stamina decrease).
Title: Playable characters and their abilities
Post by: Malte279 on January 13, 2009, 10:21:11 AM
I like the idea :)
It would mean however that Spiketails would perform best in green spots of the world while their performance may be diminished in more arid places. To a certain degree flyers and swimmers will also perform best in specific surroundings (water) or under specific conditions ("bad weather for flying!"). Perhaps it would be interesting to see if there are ways for the other species to benefit / suffer from particular kinds of terrain / circumstances more than others?
Title: Playable characters and their abilities
Post by: Mumbling on January 13, 2009, 11:31:02 AM
I think fr fastrunners a bumpy area would be kind of annoying since they might trip. But I'm not sure how they would perform better at some places. As for threehorns and longnecks... I'm not sure yet.
Title: Playable characters and their abilities
Post by: Kor on January 13, 2009, 05:56:31 PM
To keep things fair if some have bonuses in certain areas & minuses in others, then everyone should have, to keep things fair.  One way to get ideas is to look at the characteristics that longnecks and three horns have.  We've seen that threehorns can smash rocks, at least smallish ones & Cera's dad pushing large ones and logs around.  Lonenecks can go into some areas others would find it hard to breath since their necks are so long.  They can also reach food easier then others, though threehorns and others can smash into a tree to try to knock down some food, longnecks, if they are large enough, can reach it.