Game Development: Removed Grievous Damage From Ants

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Re: Game Development: Removed Grievous Damage From Ants

Postby jorb » Wed Mar 24, 2010 8:30 pm

I also thought of small areas inside caves that can be excavated using the dungeon keeper model. Some tiles can be excavated for gemstones, and disappear, while others stay forever but have an extremely low yield. These would of course have quality.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Removed Grievous Damage From Ants

Postby jorb » Wed Mar 24, 2010 8:34 pm

Crafting with gems could have a decent chance at failing, depending on skills and industry/nature setting, favoring industry.
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Re: Game Development: Removed Grievous Damage From Ants

Postby jorb » Wed Mar 24, 2010 8:36 pm

All clothing should suffer decay, wear and tear, and be possible to repair.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Removed Grievous Damage From Ants

Postby jorb » Wed Mar 24, 2010 8:39 pm

Pines should yield more wood.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Alkarym » Wed Mar 24, 2010 8:41 pm

wow jorb yer on fire!! i like the cave and gem idea but would you make it so you can find low traces of metal as well?
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Re: Game Development: Removed Grievous Damage From Ants

Postby Leonard » Wed Mar 24, 2010 8:42 pm

Sounds pretty cool, but gems should be a finite ressource, because making them infinite really dumps their value. Or are they intended to be cheap?

Edit: and regarding swimming: You could make it very well into some fun skill, just make the rivers more hazardous, for example with dangerous currents. This would make boating more challenging too.
Last edited by Leonard on Wed Mar 24, 2010 8:46 pm, edited 1 time in total.
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Re: Game Development: Removed Grievous Damage From Ants

Postby jorb » Wed Mar 24, 2010 8:44 pm

The infinite pillars would not yield high Q gems, unlike the finite ones. The same model *could* potentially be extended to mines as well in one way or the other.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Removed Grievous Damage From Ants

Postby jorb » Wed Mar 24, 2010 8:45 pm

As a god, I can lift boulders. I look so cool.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Removed Grievous Damage From Ants

Postby Leonard » Wed Mar 24, 2010 8:49 pm

Well then yay, a new ressource. Some low quality spot in other mines sounds decent, so you dont have to waste your "good" metal for repairing. But please dont make mines more common, it would encourage isolation even more -.-

Also, I edited my post above.
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Re: Game Development: Removed Grievous Damage From Ants

Postby jorb » Wed Mar 24, 2010 8:53 pm

Bog ore could potentially work in a similar way. You have a "seam" object that generates bog ore tiles around it. You can dig from the seam itself, but the seam will only generate new exhaustible tiles if its quality is maxed out.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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