Direction of game-play

In what direction would you like to see the game-play and story of OpenDungeons go in?

Classic fantasy like genre using the alignment system
4
67%
A different genre that uses the alignment system
0
No votes
The faction system with four factions: Constructs, Corpars, Undead and Humans
1
17%
Something completely different (If so please explain you idea)
1
17%
 
Total votes : 6

Direction of game-play

Postby svenskmand » 10 Jun 2010, 23:25

I just wanted to hear peoples opinion about which direction we should take OpenDungeons in, so we can start making the content :)

PS: You can always change you mind and change you vote :)
Jamendo.com - The best music store on the net, uses CC licenses.
User avatar
svenskmand
OD Moderator
 
Posts: 1850
Joined: 09 Dec 2009, 00:07
Location: Denmark

Re: Direction of game-play

Postby TheAncientGoat » 11 Jun 2010, 08:09

Erm, I thought there was consensus on this?

And what other genre would we be targeting here? Sci Fi? :P I think fantasy is pretty much the set genre, it's more sub-genre or tone/atmosphere that we need to decide upon. And even then, we can, as I think would be the original intention, tackle different sub-genres/tones in different parts of the game...
User avatar
TheAncientGoat
Community Moderator
 
Posts: 518
Joined: 27 Dec 2009, 19:06

Re: Direction of game-play

Postby svenskmand » 11 Jun 2010, 15:42

Well Skorpio talked about making wierd/alternative creatures, e.g. his Kreature and the weird bubbly thing he is currently making here. But then what do you think of the idea/story I have made so far in the wiki in the new backstory page?
Jamendo.com - The best music store on the net, uses CC licenses.
User avatar
svenskmand
OD Moderator
 
Posts: 1850
Joined: 09 Dec 2009, 00:07
Location: Denmark

Re: Direction of game-play

Postby TheAncientGoat » 11 Jun 2010, 17:42

The bubbly thing works fine in fantasy, lots of wierd monsters like that :)

As for the backstory, I can see it as fitting in fine perfectly well. Maybe a few niggles here and there, but no big problem. I still don't think that the faction backstory is incompatible though. Also, I don't see it fitting that well with the pre-selected "avatar" suggestion, that would require a bunch of different backstories based on the selected avatar (essentially, change the story of the person being a boy to something beffiting of the avatar type, but they all get transferred to a /containername in some way or another)
User avatar
TheAncientGoat
Community Moderator
 
Posts: 518
Joined: 27 Dec 2009, 19:06

Re: Direction of game-play

Postby svenskmand » 12 Jun 2010, 00:28

TheAncientGoat {l Wrote}:The bubbly thing works fine in fantasy, lots of wierd monsters like that :)

As for the backstory, I can see it as fitting in fine perfectly well. Maybe a few niggles here and there, but no big problem. I still don't think that the faction backstory is incompatible though.
TheAncientGoat {l Wrote}:It has never been my intention to completely throw away the old backstory, but there is allot of things that needs change, so I will use many parts of it.

Also, I don't see it fitting that well with the pre-selected "avatar" suggestion, that would require a bunch of different backstories based on the selected avatar (essentially, change the story of the person being a boy to something beffiting of the avatar type, but they all get transferred to a /containername in some way or another)

As far as I understood the pre-selected avatar thing it was only for multiplayer, so you could radically change the gameplay for a match. But for single player my plan was that the player has to shape his character completely from scratch. Then when he has done this he can off course also use his shaped character for multiplayer. I do not think that we should allow pre-selected characters in single player.
Jamendo.com - The best music store on the net, uses CC licenses.
User avatar
svenskmand
OD Moderator
 
Posts: 1850
Joined: 09 Dec 2009, 00:07
Location: Denmark

Re: Direction of game-play

Postby TheAncientGoat » 12 Jun 2010, 08:16

That's a perfectly reasonable way to go as well :)
User avatar
TheAncientGoat
Community Moderator
 
Posts: 518
Joined: 27 Dec 2009, 19:06

Re: Direction of game-play

Postby xahodo » 04 May 2012, 23:08

Why not leave as much as possible of the game mechanics to scripts (perhaps processed down to decision trees, for performance)? This allows the modding crowd to come up with various factions and alignment based ideas, giving you (the devs) time to figure out how the engine works.

So, basically a campaign could be one big mod controlled by a master script which in turn loads more content.
xahodo
 
Posts: 61
Joined: 23 Mar 2010, 15:11

Who is online

Users browsing this forum: No registered users and 1 guest