Hey!, to thouse who answered,
thanks allot to you Sperg and zantanzuken for your insightful thoughts to the idea,
I’m quite delighted and flattered thereby.
“There’s a really good PR[…]”
Oh really? I haven’t devled too deeply into the pull requests. There are so many
it is overwhelming… For the same reason I am slightly scared to look deeper into
the code than I’ve already done.
[off topic tangent] I do C++ backend development for my dayjob, somewhere in Cologne Germany,
C for the most part that is, web development has been creeping its way into our
facilities, like it or not. I’d like to see if I would be able to pull something
off in C:DDA, like this idea of mine, or at least attempt to do so and
get something working without submitting anything. Maybe it would be interesting
talking to the dev who submitted said PR. Dunno though, C:DDA is so big and there
are so many talented programmers contributing I feel sort of sub-par. 6 weeks ago
I was looking at the code for the nested inventory system, and it is partially
implemented in the way I would do it --not to say it isn’t what any programmer would
do for any job requiring nested container-esque structures–; despite me understand
the gist, it’s role in this humongous code base stays elusive. Also, I’ve only
programmed in smaller teams for smallish companies and never submitted a single
PR to any open source community project till now :(.
“I feel like in theory it’s as simple as[…]”
I do agree with you, but what is “meaningful”? This idea is far from profound, but
to me it is one where the environment presents an obstacle which forces
the player (or person, this applies to real life just as well) to engage not just
in novel behaviour, but apply some sort of judgement, requiring the player to
asses her environment and maximize for success, avoiding said obstacle and ideally
profiting in some hidden, highly case-dependent manner.
Yes, I am not only focusing on realism, but though this is said to be the main
focus in developing C:DDA, it hardly can be the only focus, for the simple reason
that there are hard limits to how real the game can be, us wanting it to be
won’t make it realer. For example, if a system such as the vitamin system,
proposed in version C.X I think, is implemented to the max, as real as it gets,
if other systems around it are not on the same level, the effect as a whole on
the game will actually drag it away from reality and force the player to worshiping
said ultra-realistic simulation. What I am saying is, it should be important for
C:DDA devs to be aware that compromise is very necessary and that design shouldn’there
solely be about maximizing realisim and forgetting about game-play and player
decision-making. That said, this is my opinion, and I am fine with Granade et al
disagreeing. It is mainly their project and I find this project marvelous. And fun,
I might add. Heh.
“[…]You get an inspiration to improve your Brawling, what if you don’t use Brawling?”
This is excellent, actually. At least from a game design perspective. Look at it this way:
you are trying to maximize for X but you get A, B, C, … you ignore A and B because you
don’t care, but C is so good that it forces you to go out into a city and hunt down something.
Because of this you get yourself into some hairy situation because you weren’t quite prepared
at that moment and you nearly evade death. That’d be quite fun I’d imagine.
Ignoring a random inspiration template quest is in itself a player meaningful decision the
player makes, and getting handed a actually meaningful inspiration is twicely as rewarding
and might often force the player into sub-ideal encounters because of the time-limit and
because of the random event. In C:DDA you currently can plan our your life, get X,
level up skill Y, become Z. The predictable pattern at which zombies evolve poses no
real threat to the skilled player (i.e. greater than 50ish hours real-life gameplay time).
“1 - It would require gameplay taking precedence over realism (a little) - cutting down all
the fluff recipes, the random but realistic recipes, the redundant stuff no-one ever crafts.”
I disagree here. Cutting down on the fluff recepies increases realism. Becoming a master taylor
isn’t done by crafting n1 of x, n2 of y and n3 of z. Just doesn’t work like that. Forcing the
player out into the world because he was handed some wierd inspiration to sew a bejeweled
kevlar kilt and then actually doing so, in my opinion is much more like real life. Yes,
repetition and practice has been a big part of acquiring skills in my life (and so was it for
all RPGs I’ve played in my life), but key moments have always decided the course of where
said skill would develop towards and to which extent they would develop.
“2 - You’d have to find a way to provide enough things to craft per level per skill to matter[…]”
This already is the case. The system I propose would however slow down how players
per level level up. For example if you are level 0 and want to progress to level 1 in fab,
you won’t be able to rip up a few sheets and craft 200 (or whatever) makeshift bandages, a
better strategy would be to craft a variety of level 0 ish fab craftables from the materials
you are able to gather during your first run to your first basement. No more: “I grab 6 sheets
and select 20x makeshift bandages” any more, but: “OK, should I consider binging materials x,y,z
to the basement, will they be enough? Or should I rather go with a,b,c…” The player is faced
with a circumstantial dillema in this case and not a static “6 sheets to mastery” one,
and this is both realistic and funner, in my opinion.
“A basic tier structure would need to be implemented with a pass over all items[…]”
I agree. But it already is, the proposed system wouldn’t need to look too deeply into the
specific items too much. Though admittedly this is but a hunch. My hunches are good often tho.
" It’d be a kind of pointless system if you get most of the first 2 tiers of
tools from the very first house you loot."
A pointless (not pointless but without points I take, hahah) system would be ideal but I
wouldn’t exactly know how to go about implementing it. Maybe a system with hidden variables
as a few are in C:DDA and maybe reality itself. I joke.
I need to sleep, though I’ll be back tomorrow if you guys are,