Avatar of Tera
  • Last Seen: 4 yrs ago
  • Joined: 7 yrs ago
  • Posts: 319 (0.12 / day)
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  • Username history
    1. Tera 7 yrs ago
    2. █████ 7 yrs ago

Status

Recent Statuses

7 yrs ago
Current new_year_resolution [version 2018.1.1]: unable to find patch
7 yrs ago
Frozen. Chills up her spine. Her hands trembling, her breath short. Her world crumbled before her. The girl forgot to do her homework
2 likes
7 yrs ago
sorry Brain my Christmas is too intoxicated with Guys at Posts. I will get a Beer up tomorrow
2 likes
7 yrs ago
~and those who are drunk *hiccup*
1 like
7 yrs ago
There are two kinds of people in this world; those who like Christmas, and those who are potatoes.
3 likes

Bio

About Tera


Name: Terra
Occupation: Game Dev



Most Recent Posts

So... those are the mechanics I wish to implement. Seems pretty simplified *cof cof* now.
The Scary, Raw, Dirty, Unrefined Game Mechanics

For discussions (tentatively not in game)






@Irredeemable Monday for OOC :)
@Genbor That really fleshed out my thoughts on tabletop elements. xD It will only be an interesting world if there are both rewarding and punishing outcomes.

@Sierra does bring out the concern about players who will prefer a more free-form writing without the need to consider about technical mechanics. Even if the game mechanics do not restrict people on their creativity, it will in fact cost them more time and effort as they need to refer to the rules and weight their options before they post.

I do want to introduce dice element, but still figuring out how complex should it be at the moment. Particularly interested in the FUDGE/FATE tabletop systems by the way.
@Sierra Yes xD write down a long list of possibilities with the corresponding probability distributions and plug the file into the executable. Also simple things like temporary NPCs (names, roles, demographics) can be generated.

As for character growth, I would like some tabletop elements but I don't like the arbitrary system too much as stats are just numbers and do not introduce new elements to the characters as they "level up". I would rather like the growth to be more qualitative and creative than quantitative (like the inventor idle system, it allows inventors to pitch their own creations and make the customized effects visible). I will put in more details after my lunch break ^_^"


The GM is poor and hungry.
@BespeckledCeph

3. This is more of a background game mechanics. In an open world video game, things happen even when players are not interacting with them. In a forum roleplay, I can simulate that by coding a simple program that helps me generate all the (big number of) events from regional weather to location events in the beginning of every in-game week, and write them down in each location tab beforehand. For example, a clockwork suicide bomber named James Smith who was a fired doctor will go into the central hospital on Wednesday morning for a terrorist attempt. So the player may choose to intercept or Let It Go. xD

Edit: Each event will have a default aftermath if no one interferes on that particular instance.

More Edit: There will be three types of events: scripted, world-generated, and player creation.
@Sierra @Genbor Thanks a lot for the feedback! :) It's good to bring the possible issue out.


GM is an indecisive being. (sometimes)


I do understand the difference in target audiences. I have a number of game mechanics in mind, but I keep on going back and forth in whether to implement them in the game cause of this exact reason. They are more of tabletop/NRP elements and might not suit the current players' taste, but personally I really liked them because they look fun xD (*cof cof* I'm a game dev and I feel uncomfortable leaving games without mechanics, feels like dumping players into the void. So the game mechanics came to mind naturally). So that was why I wanted to ask for opinions on this, since you guys are the ones that will help play it out.

Hum... I will throw in all of my game mechanics ideas today (and possibly pitch how good they are) and get opinions on them. If the feedback is more towards a freestyle roleplay or a mix we can go for that as well. I have that ready. :)

My main reasons for game mechanics (you don't have to agree, just my opinion xD):
1. Growth: RPers get to see their characters grow with the world over time. Your possessions feel more real.
2. Impact: Allows characters to interact with and change the world in a very visible way. Does not have to rely on the GM to make the call and change the world every time a big decision is made.
3. Elements of surprise: Imagine a world that has a life of its own.
4. Games, games, and games: Plays mini-games while you write your story.
5. Immersiveness: If you are an inventor, you will think about how your inventions impact the world; if you are a politician, think about how to outwit your opponents and gain more political grounds; if you are an adventurer, be curious about what is out there, and be scared of losing your life.
6. More story content ideas: As the world changes organically being led by the game mechanics, writers may find more and more occasions to put in story ideas.

I'm trying to make the mechanics less intrusive. xD That is, you may choose to use the mechanics or not. For example, you may still navigate around the world freely without using the "Inventors' Idle Game" mechanics.
@Mokley Thanks a lot for the support! :)
I will be sure to tag you in the OOC and you may join if you want too!
Yes! :) A specialised inventor will have access to all four activities. Other mechanics/engineers (depending on their roles) will have access to repair/creation and a bit of innovation catered to their jobs.

Edit: you may also buy blueprints from inventors. Trading will be encouraged
Looks like a pretty tough guy
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