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Old November 22nd, 2008, 06:36 PM
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Default Re: OT: Making a Game System (part 2)

I remember I used to try to do perfectly symmetrical pen&paper stats systems. I also planned to do a computer game in which you had two joysticks for hands and two special computer mice for legs and could control your character with actually moving your legs and hands and it would be oh so perfect and just like real life. Keep It Simple, Stupid...

Can your players understand all that, esp. when combined with the martial arts system you're thinking of? Good mechanics are good, but what ind of a feeling should player get from playing your game?

I've seen similar health/stamina implementation in one game: Betrayal at Krondor. It had two sequels, from which Betrayal at Antara is more interesting IIRC. I don't know what system it uses.

In BaK, you first lose stamina, and after you've lost stamina, you lose health. Spellcasting drained Stamina, and then Health if your stamina was spent. Stamina was easy to heal just by resting, but Health could only be recovered on inns (== gold), and badly wounded characters (== 0 hp, near death) could only be healed in temples (== mucho gold). It could take several days in an inn to recover a severely wounded character, and since your characters had to carry food with them you usually couldn't rest to full after every battle, or if you did you got low in food, but usually the worst that happened would be having to detour or backtrack to the nearest town for more supplies.

I think you'd like Betrayal at Krondor. Health/stamina system, skills that are raised by use, barding skill teaches the characters to play a single song which starts out-of-tune and will get you thrown out of an inn, but will become pleasant and recognisable and profitable with higher skill, weapons and armor degrading with use, enemies dropping all the equipment they carried but players unable to carry all the loot unless they make several trips, day/night system with dark nights (torches, spells and magic light items available), fatigue system for characters, etc etc.

It's free and based on Raymond E. Feist's Midkemia books. Speech, descriptions and events are narrated in text, music is pleasant and graphics are adequate if you can accept 1994 vector geography. Thankfully the game mostly uses hand-drawn sprites which have aged better than early 3d models of later games.


Stats: you should get rid of everything that isn't used. Also, remember KISS and get rid of as many as you can. Your game doesn't have to have a realistic "engine" to give you a feeling that you're playing in a real, working world.
Get rid of Memory. If your character doesn't remember everything, the player is forced to write things down. NOT GOOD!

Could you use Dominions stats? What would you need in addition? Cognition is perhaps the only one that isn't found in Dominions. What is the difference between Spirit and Psyche?

Perception - Precision
Psyche - Magic Resistance

Strength - Strength
Dexterity - base defence before armor/shield/weapon modifiers
Memory - unnecessary in games

Constitution - protection
Spirit - does this differ from Psyche?
Charisma - leadership


Could you imagine an RPG based on Dominions stats, in Dominions world? What more would it need to convey the feeling you're trying to convey through your game?

To return to the martial art discussion, Katana has higher base damage, attack and strength values than most one-handed swords, which are usually used with shields. Two-handed swords are similar in stats to katanas, but two-handed-sword wielders can use Full Plate instead of Samurai Armor. That's good enough for game, and gives a feeling that it's all based on the real world somehow, but still abstract enough for you to ignore its problems.


Dominions mechanics are very good for fighting. Add in health/stamina mechanic and skills from Betrayal at Krondor, and you don't even need Cognition/Intelligence/Learning stat at all.
Really, download and try BaK. Sierra made it free to promote a sequel.

http://en.wikipedia.org/wiki/Betrayal_at_Krondor
Sequel with almost the same system: http://en.wikipedia.org/wiki/Betrayal_in_Antara
Official sequel which wasn't received as well, but I've heard it had good alchemy system: http://en.wikipedia.org/wiki/Return_to_Krondor

Downloads
Win: http://www.alt-tab.net/games/betraya...ndor/download/ (not patched AFAIK, but that doesn't matter for the early game)
Fan-made Linux version: http://sourceforge.net/projects/xbak
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