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Castle Paradox
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SlightlyPyro Definitive

Joined: 04 Jun 2004 Posts: 40 Location: lo-CAY-shun: a locating or being located.
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Posted: Tue Oct 26, 2004 10:52 am Post subject: Character Death and Plot Implications |
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JSH requested that all the intelligent people of this forum remove themselves from his thread and get their own. So I, being the obliging person that I am, have made such a thread. Actually, I found the deviations from the Character Death thread to be much more interesting than the thread topic itself. All such conversation is encouraged here.
Personally, I find that the mode by which characters die, if such a thing is possible, really depends on the game. I have played a lot of Rogue-likes, and though it makes me livid when a level 35 character with full eternium armour, and a flaming two-handed sword with +27 to hit dies to a room full of greater black dragons, it still makes the game much better, since I'm not as likely to go recklessly charging into such a room. For games like FF, the "once dead, dead forever" is stupid, since so many enemies can cast insta-death spells, etc.
I think permanent death is irritating at the beginning of the game, unless it's some massively powerful guy that was helping you get on your feet. It's really best if it happens in the middle of the game, when most of the plot is starting to roll. _________________ ~Pyro
SIG-ne-tyoor: a person's name written by himself, or a representation of this in a mark, stamp, deputy's handwriting, etc.
sig: that thing above with like totally screwed up messages and smilies and lots of other crap |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Oct 26, 2004 10:58 am Post subject: |
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Yay for Roguelikes! I'm frustrated with Nethack right now because I can't get any character past experience level 10. My favorites are elven Wizards and human Monks.
I was actually going to mention Nethack in that other thread. Excellent game and it just wouldn't be the same if you could reload. On the other hand, it's just so sad when your best character in months dies when your wand of death bounces and kills you... (This happened to me when I used it on a shopkeeper whose entire store I had just raided.) _________________
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SlightlyPyro Definitive

Joined: 04 Jun 2004 Posts: 40 Location: lo-CAY-shun: a locating or being located.
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Posted: Wed Oct 27, 2004 11:08 am Post subject: |
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Yah, Nethack rocked. Samurai were the best, once you figured out how to use them correctly. Just kill off that stupid Hachi ASAP . Been a while since I've played it though, between school, OHR, and ADOM. Fun game, if you like Rogue-like games that make you want to hit people 'cause they're so darn hard.
I've thought about it a bit, and really, the whole enemies get blasted to oblivion, but heroes only get KO'd really doesn't seem right. An interesting game would be one where enemies could "revive" (spawn) other "dead" (KO'd) enemies, but that would be difficult due to the fact that the template battle system that comes with OHR doesn't allow you to know when and what enemy has died...or does it? I need to check that out... _________________ ~Pyro
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Wed Oct 27, 2004 11:26 am Post subject: |
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SlightlyPyro wrote: |
I've thought about it a bit, and really, the whole enemies get blasted to oblivion, but heroes only get KO'd really doesn't seem right. An interesting game would be one where enemies could "revive" (spawn) other "dead" (KO'd) enemies |
Basically, the whole point of being a 'hero' is that you are better than the bulk of the enemies. If the enemies are just as good as you, or have some of the same privileges as you (reviving), then the battles would be too tedious. You would probably end up being squeegeed off the bottoms of their boots. Avoid constant character death...
That is in a system in which characters CAN be revived. In a system in which they cannot, this turns out even worse for the player.
SlightlyPyro wrote: |
But that would be difficult, due to the fact that the template battle system that comes with OHR doesn't allow you to know when and what enemy has died...or does it? I need to check that out... |
It does. Something to do with storing variables and checking variables... Unfortunately, I can only tell you the general idea.  _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Wed Oct 27, 2004 11:39 am Post subject: |
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I actually did that in the final boss battle of Magnus 17. If one of the bosses died before the other, he'd revive her. It was a one-time thing, so if you wanted to make it so the one enemy would revive the other every time it died, you could give it an "Alone" style attack to self that triggered a spawn of the other enemy. This'll only work for a formation with two just enemies.
You could even make both enemies do this, so you have a boss battle where you have to kill both at the simultaneously. That might be interesting...or annoying, depending on how you plated it. |
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Soule X

Joined: 13 Sep 2004 Posts: 131 Location: Indiana
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Posted: Wed Oct 27, 2004 10:57 pm Post subject: |
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Quote: | Yah, Nethack rocked. Samurai were the best, once you figured out how to use them correctly. Just kill off that stupid Hachi ASAP . |
Man, I was wondering through one of the first levels when I came across a hobbit. I named him Bibben and watched him wander around the floor. He was so cool. Then later in the level I passed by him again. I was like, Hey Bibben! What's goin' on? Next thing I know I'm reading:
Hachi kills Bibben.
Hachi eats Bibben's dead body.
It was so sad.
Poor Bibben...  |
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SlightlyPyro Definitive

Joined: 04 Jun 2004 Posts: 40 Location: lo-CAY-shun: a locating or being located.
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Posted: Wed Nov 03, 2004 10:50 am Post subject: |
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Soule X wrote: | Poor Bibben...  |
Point made.
What exactly are the bracketed variables in the attack bitsets and the variables in parentheses in the enemy bitsets (or maybe it was the other way around...can't remember)? They correspond, and although James says in the "Howto.txt" not to worry about them because they aren't implemented yet, that thing hasn't had a meaningful update in...well, as long as I've been using OHR. Plus, he sets them in the Wandering Hamster.
My question is: do these create the possibility of casting an attack with variable 50 set, and the enemy with that variable in its bitsets being spawned? _________________ ~Pyro
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