Game Dev Diary for "Daughters and the Exotic"
^I like where you're going with your evaluation of Baldur's Gate 2, and the solutions you found to do it differently.
[quote="Lovecraftuk"]I think the new meta is everyone bitching about the new league. [/quote]
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" Oh cool. I believe in a comprehensive confluence of cascading variables. But it's got to be intuitive thus supporting my belief that a brand new player who doesn't understand all of the systems should be able to make a competent character even in a very complex game. For example. The idea that charisma is useless to a warrior makes no sense to a a complete lay person. Let's say you have your daughter with you and she wants to play D&D just because she says her dad is playing it. She's 8 and you explain to her about the attributes. She tells you she wants a big sword and that she wants lots of charisma because being friendly with people is something HER idea of a hero MUST have. But then you say... 'No way noob, warriors don't need charisma get away from my 20 sided dice!' I don't think it should be that way. Charisma, logically does effect a warrior on the battle field. Maybe not vs ZOMBIES, but vs some bandits who've heard of your heroics before and when they see you they find that you're even more spectacular in person... why they just might not feel quite as sure of themselves when it's time to fight. So in a system where Charisma does buff your warrior, your daughter's first character would become that much more effective than in a abusive system like D&D edition 2 where you need the inside info in order to understand that it doesn't (usually). This has been my feelings on game design for a long time. Last edited by BearCares on Apr 1, 2019, 1:41:15 AM
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You game is single player, yes?
" Nah, you don't really care with the winky face. Why should you? This isn't to say you're wrong - I think it's great to think outside the box, and your babe in the backwoods approach has real potential to do something unique because you haven't learned so many rules. Yet, I mentioned earlier that some structure is important, some tropes, we need familiarty to navigate and novelty to read and stretch horizons in any media. Each time you go off track you will need to do a bit of work understanding what it is you just broke and why, then ask what foundations are there so people "get" what it is they are doing. Early Picasso. There is something to be said for understanding form and then breaking it, which contradicts what I said about you but then you're not classically trained so there we are, work with what you have, capitalise on strengths. I'm not sure about the way you're deconstructing the class attributes, because they are generally tied to class-specific items and skills, and these range from weak to needing high stats. People tend to enjoy the tried and tested, with a few really enjoying pushing the classes to do things they normally don't ie melee witches, big fave of mine. Most people would explain patiently to their daughter why there are attributes, and why a warrior may be wise, just not as wise as a mage. Low stat doesn't mean dumb, because crappy rolled incapable character will just frustrate her and not be fun. Also, beyond the child, everyone's first character sucks and you learn, one of the pleasures off progressing in a game/ you can have a tutorial/ tips. If you have off stats, or average in every stat, then doesn't this mess with the characters' ability to use particularly strong class-based items and skills? Say, a mage with high Strength. Great, but they haven't got enough Intelligence to use the best staff, or a spell beyond Lvl. 3 Eroticism. Nevermind, it's DnD business. Seriously, choice is important, choose wisely, resource management, all that. Can't have high every stat. How many attributes are there? Three? Five? Six? Three's gonna make them all just one class really, and five / six runs risk of weakass characters that can do half the game. How do you plan to get around that as regards items/ skills? Not a barrage of questions tone, drawing out what you might already have thought of, and not real clear on what you're doing so I might be completely off track. | |
Long Winding Preamble
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erdelyii's bringing the pain. I like it. Well I wrote you what I consider to be a pretty stylish post earlier on in the day but I felt like it was a little too flippant so I withheld pushing the post button and so now Im just going to give a much more sober response than what I first typed.
I wanna come clearn. This is my confessional to you. Okay here's the thing. I can make pretty decent 3d models. It takes me a lot of time though. I would say that when I spend enough time on a character that I'm borderline professional level. Belive me or don't. It might take ma a month or two, on one character, but I can eventually get there. This is becasue I have no formal training, I've never been good at visual mediums - but I have a brute force approach where I just keep trying stuff until I accidentally arrive at something presentable. I know the how to use the art programs but I don't know how to do the art on a fundamental level. But recently I had a change of heart so I'm going back to the fundamentals of art. I suppose I was emboldened to do this by the fact that I've become as familiar as I have with Python scripting and I've found this new familarirty to be incredibly empowering. So the pace of development has definitely taken a hit while I pursue this new sidequest to gain some mastery over the fundamentals of art. Programming wise, I could be finished already while simply adding in NPCs and dialogue and items and stuff. So that's where I'm at. I just wanted you to have an understanding before I get to you actual questions (lol) So my direct answers begin below this line. ------------------------- Direct Answer to Observations
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Because I'm this brand new student of art, I've decided to reiterate over my designs a bit during this delay. You present some really good observations and then you introduce the concept of a stremgtj based mage as an example. You ask me about how many stats are in my system. And whether it's single player or ont.
It is a single player game. There are 3 Primary Stats: Zeal, Mobility, Tactics - I'm not entirely satisfied with these names but they embody the 3 basic measurements of a good soldier on the battlefield if you ask me. HOWEVER... since the players of Exotic will not have to roll their own dice and keep track of their own measdurements, there can be a lot more sophistication under the hood. There are 21 lesser stats that contribute to a character's Zeal, Mobility, and Tactics. You may say that this is madness. But I'm pretty sure Wizards of the Coast would have done the same thing if their first game had come bundled with a computer. Also there are multiple types of Zeal represented by various colors. There are currently Blue Zeal, Purple Zeal, Green Zeal, and Black Zeal. The colors represent a character's temperment and motivations. Basically a Blue Zeal might thrive in a hopeless battle where a Green Zeal becomes more powerful when they feel they are at a huge advantage. Green Zeals would be better at farming week mobs. While Blue Zeals would level better against challenging opponents just to oversimplify. Also the stats are very modular and self contained but they interact with one another intimately as they converrge into the final 3 stats. This means that a character with natural talent and zero training can be just as effective as a character with no natural talent but lots of tactical awareness just for one example. So you COULD make a powerful warrior with intelligence as his main stat. But his Zeal/Mobility would be lower than most warrior types, but his Tactics would be higher in order to compensate. But how does Zeal/Mobility/Tactics work? Well I have to keep some things a secret. And I haven't even started talking about the main central theme of the gaeplay yet either. There is this stuff known as 'TP'. But I absolutely cannot talk about that right now. But TP is basically the driving force of everything. Even the story revolves around it. Which is why I don't talk about it yet. So yeah 3 Primary Character Stats and 21 Lesser ones. Finally when you ask about average stats interfering with a character's ability to equip high level items and skills because of how D and D's system works. My response is: Lesser stats are used to determine whether you can equip items and use skills not primary stats. And the cool thing about Lesser stats is that they are treated organically... they are naturally altered over time in accordance to how you play. For example one of the primary themes of this game is found in the title - Exotic. There is a concept that some weapon masters create items or write tactics treatise of an exotic nature... Um, you're cool right? Your hip and suave, right? Therefore you must know about Zoro from One Piece's 3-sword style. That is something that I would consider to be an exotic style of fighting. In order to learn to fight that way your lesser stats would have to allow for you to have the appropriate Dexterity and Open Mind attributes. Yes Open Mindedness is one of the lesser stats. But Open Mindedness can be totally ignored if it doesn't interest you as a player. It's a stat which is available only for those who are interested in it. And once they encounter a 3-sword style attack, for example, that only they can use, then they will experience being rewarded for their exotic tastes at character creation. If you're wondering more about the Open Mindedness stat, basically as I just showed, it is meant to unlock exotic concepts, but at the same time it occasionally give you experience point penalties slowing down the advancement of your character overall. | |
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" Oh, you wish. Merely some thoughts Brekky. Thanks for sharing that, on the art. Art's so personal, and hard to put out there and declare intent when so many are so talented and so many are critical, so good for you. Yes, that makes sense enough for your purposes, which is what the thread is for, no need for a long reply from me. Looks like it helped clarify some stuff for you and determine some stuff about art, even though I don't quite see enough of your game to really get it. Proof will be in the playability, eh? | |
This marks the first time I've ever even attempted to draw a face a 3/4 angle. Obviously I was copying a picture of Buu, to be clear I wasn't tracing - just closely following the reference lol, but the point is that I'm working on building up the muscle memory.
What did I learn? Each one of Toriyama's curves and angles, line inclusions and line omissions, has a purpose. Hand. Arm... please absorb Toriyama-sama's powers. Anyway, yup I can see there's plenty wrong with it. | |
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Art is especially one of the skills that young kids that are naturally good at are reinforced on while those who aren't soon learn that they are "bad at art" and don't really pursue it because they feel self-conscious and inept when there's this belief that realistic is "good", and art is a magical talent. Bullshit. Always irks me to hear someone say they "can't draw", and refuse to even put pencil to paper when part of them wants to. Not their fault. The way it's taught is all free expression and favours natural talent, yet representing figures and such, perspective, shading, colour theory are all skills that can be learned.
Possibly artistic technical skills went the way of grammar lessons, when schools decided that learning was all organic and supposed to be free and fun. I'd say to a point, but it went too far that way and has never recovered. There are lots of resources out there aimed at improving drawing what you are seeing, as opposed to drawing what you think you are drawing in your mind. There's some great learner exercises in Betty Edwards' classic book Drawing on the Right Side of the Brain. Here's a link to her website. Merely a suggestion, main thing is absolutely you can learn drawing skills, it's not all natural talent that some magically have, though of course some just "get it". Not everyone is the tiny elite, in any field. So what. You're along a way, of course Brekky! Not saying you're in the utter beginner stage at all. Last edited by erdelyii on Apr 3, 2019, 9:19:27 AM
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When people say "i can't draw" they forget the word well at the end of that sentence, because that is what they were thought early on.
A lot of people can't do things well, thats why we practice to achieve results. I usually tell people, if you can't do something good that means you have more room for improvement then somebody that is capable of good results. That little improvement that a profesional takes a couple of years to hurdle over. You can do that every single day for a couple of years if you suck at something which is reason for optimism in my view. I tend to show people how to draw a face using six lines when they tell me they can't draw. And then i act surprised "i thought you said you couldn't draw, whats up with that". Gotta snap that habitual "i can't" response and open them up to the posibility they can, just not very good at this point. I'm bad at drawing myself btw, i just know a couple of figures but i don't prescribe to the "i can't" brainchain philisophy. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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" Thanks for that Boem :) | |
Funny story. I made this last night, then PROMPTLY nodded off and had a nightmare about it.
This was a 45 min practice, just quickly put together a mesh and quickly splashed on some colors without too much care. I'm also watching all the how to draw videos on youtube. Today I watched a video on how to draw circles. Highly recommended! Looking at him now I regret not giving him one big pink blushie below his eye. |