complicated. Very complicated.
A life threatening delivery...
A place to stick a few things about the White Jewel of the Great Mountains of Arake. It's development and progress. It's ideas and sudden changes of everything.
Showing posts with label mechanic. Show all posts
Showing posts with label mechanic. Show all posts
Thursday, 20 November 2014
Wednesday, 19 November 2014
On the three hundred and thirteenth year...
On the three hundred and thirteenth year of the Chaos Era ...
... on a far colony of the long forgotten Empire of Azaria ...
... at the mouth of the river Ardente ...
... a new Hero was born!
... on a far colony of the long forgotten Empire of Azaria ...
... at the mouth of the river Ardente ...
Sunday, 30 December 2012
The Shattering: The Great Earthquake that Buried Azaria
It is official: Azaria is DEAD! A massive earthquake in the Great Mountains of Arake buried the whole city, or at least, is what the travelers are saying. Nonetheless, the earthquake did cut all access to the White Jewel.
And so, it began the PAR. A new project based on the scraps of Azaria.
As for the name, PAR stands for Python Adventure RPG (with RPG standing for Role Playing Game, we have nested nests! Hooray!)
PAR follows the Azaria Project to the bone, being a text style game in the mold of the old-school fighting fantasy.
I'm still working on it but I have a serious improvement in the way I'm gonna handle all the information, now using ConfigParser. A better solution than having a impossible number of different files containing all the info and going around each one of then to link then all it was madness.
I'm still testing a few things to make it more dynamic but I do have all the events load ready to use.
The tests I'm doing, will be used with the Items, basically it will determine if I will have a single file with all the items or if I should separate by type (general purpose, weapon, ranged weapon, ammo and armor)
It is still a looong way before any thing playable being release. As a matter of fact, I didn't even set a git-repo for it.
The major difference between Azaria and PAR is that now, I'm writing every code first, instead of the doing like in Azaria where I write a bit of everything each time, and each time I had to change something in the game logic/mechanic I had to rewrite all the texts.
The first adventure, though, is conceptually ready. It was the first thing done actually so to have a idea of the kinds of events I would need to build. It is a single house entry, a 5 minutes play, even less, but it goes to over 50 events!
And so, it began the PAR. A new project based on the scraps of Azaria.
As for the name, PAR stands for Python Adventure RPG (with RPG standing for Role Playing Game, we have nested nests! Hooray!)
PAR follows the Azaria Project to the bone, being a text style game in the mold of the old-school fighting fantasy.
I'm still working on it but I have a serious improvement in the way I'm gonna handle all the information, now using ConfigParser. A better solution than having a impossible number of different files containing all the info and going around each one of then to link then all it was madness.
I'm still testing a few things to make it more dynamic but I do have all the events load ready to use.
The tests I'm doing, will be used with the Items, basically it will determine if I will have a single file with all the items or if I should separate by type (general purpose, weapon, ranged weapon, ammo and armor)
It is still a looong way before any thing playable being release. As a matter of fact, I didn't even set a git-repo for it.
The major difference between Azaria and PAR is that now, I'm writing every code first, instead of the doing like in Azaria where I write a bit of everything each time, and each time I had to change something in the game logic/mechanic I had to rewrite all the texts.
The first adventure, though, is conceptually ready. It was the first thing done actually so to have a idea of the kinds of events I would need to build. It is a single house entry, a 5 minutes play, even less, but it goes to over 50 events!
Wednesday, 10 October 2012
A word from the Duke of Azar
I know I haven't pushing anything lately at Azaria Project. But, believe you or not, it is for a good cause. Let-me explain:
As I was finishing the outdoor layout of Azaria, The Chasm of Luck, I began to ponder how to best work out the events.
As I want to do something that won't be tied to Azaria, something that will be the same if I ever want a different story, having only to create the descriptions and connections between them; I had to do it very 'generalized'.
Before, I thought in add the events to the places' class but it wasn't going to work. So I tried the other way around, in working primary with events and then, if a given event demands it, shows something.
It is not as easy as it seems. And I'm being working on it for a while. I even did a very short story to try it. (Actually, two short story. The first wasn't that short so I made another one.)
Of course, I'm not working on it all the time. I had a few extra things to do in the past week, mostly related to my moving out to London.
Then again, I'm still working on it. Only when I've done with the events thing I will be pushing Azaria again. And I don't think it will be that soon.
As I was finishing the outdoor layout of Azaria, The Chasm of Luck, I began to ponder how to best work out the events.
As I want to do something that won't be tied to Azaria, something that will be the same if I ever want a different story, having only to create the descriptions and connections between them; I had to do it very 'generalized'.
Before, I thought in add the events to the places' class but it wasn't going to work. So I tried the other way around, in working primary with events and then, if a given event demands it, shows something.
It is not as easy as it seems. And I'm being working on it for a while. I even did a very short story to try it. (Actually, two short story. The first wasn't that short so I made another one.)
Of course, I'm not working on it all the time. I had a few extra things to do in the past week, mostly related to my moving out to London.
Then again, I'm still working on it. Only when I've done with the events thing I will be pushing Azaria again. And I don't think it will be that soon.
Sunday, 30 September 2012
The White Walls of Azaria - Mechanics
I'm not working as I should on Azaria lately. Maybe because I'm getting too anxious about my moving out to London in the next 15 days or maybe because I'm just too lazy (probably the later) and just keeping procrastinating. The thing is, Azaria now is going quite slow.
Also I may point that I want to change a few things both in mechanics and plot. A change in plot would be overwhelming for me. I can't just rework everything now. What is decided must be done before any change can dream in try to take place. Which also is keeping a few updates in events, probably a total re-write of it, at bay. But let's talk about mechanics:
Since the begging, I merged an old idea of character attributes into Azaria, which also brought a whole lot of classes/professions. The attributes itself where divide into four categories with 2 aspects each as follow:
- Strength
- Power: The raw physical strength, how much damage you inflict
- Resistance: Your defenses against blows and poison
- Dexterity
- Quickness: How fast you move/attack
- Precision: How precise your attacks are
- Intelligence
- Intellect: The by-book source of intelligence, the ability to think (affects a few magic sources)
- Cunning: The street-wise intelligence, the fast-thinking according to situation
- Expression
- Charm: How charming you are, how you affect people and animals (and magic)
- Fear: Your fearsome aspects (affects people and animals)
In math terms, you have 13 free points to place into the four categories and 4 to put into aspects. You can choose only one aspect to upgrade. Once you choose Power, you may never put points in Resistance. But for every two points over the base category you get one in the second.
(For now, we are very far from this. That is just a basic 3 points in each category (a total of only 12) and you have additions based on available class (Soldier, Thug and Druid)
The idea is that, whenever you are getting stronger by dealing blows, you also got stronger into receiving they. Whenever you became quicker you also get slowly more accurate. Whenever in get more intellect you learn a little of how fast-think, whenever you improve your social skills, people will also start to fear you because the effect you have on day.
Of course, the other way around as well. A feared person may inflict a certain kind of charm over people, in a way, inspire they. As you learn in the streets, your overall intelligence will also increase, as you got accurate you may became faster in that and as you become stronger and resistant you also become stronger in hitting people.
Now, I'm not sure if I will keep this anymore. Neither the amount of professions available.
I may keep the attributes at least and have just a few basic, one for each basic category, classes.
Maybe something like:
Soldier/Knight/Warrior equivalent to Strength
Thief for Dexterity
Wizard/Cleric for Intelligence
Sorcerer/Druid for Expression
And I'm not happy with it either.
Well, as of the on-goings of Azaria, I'm still filling the scenery, the outside first. A few that will be triggered by events and so on. But as a major, the around-the-city walk.
Later is time for the builds, that is a lot more work. If I'm at over 80% of street related work, I'm not at 20% of all the text.
It is the damn thing of starting with 3 plot at once. Ok, it is still a way better than starting with the whole 27, but you know, it still a lot of work.
Also I may point that I want to change a few things both in mechanics and plot. A change in plot would be overwhelming for me. I can't just rework everything now. What is decided must be done before any change can dream in try to take place. Which also is keeping a few updates in events, probably a total re-write of it, at bay. But let's talk about mechanics:
Since the begging, I merged an old idea of character attributes into Azaria, which also brought a whole lot of classes/professions. The attributes itself where divide into four categories with 2 aspects each as follow:
- Strength
- Power: The raw physical strength, how much damage you inflict
- Resistance: Your defenses against blows and poison
- Dexterity
- Quickness: How fast you move/attack
- Precision: How precise your attacks are
- Intelligence
- Intellect: The by-book source of intelligence, the ability to think (affects a few magic sources)
- Cunning: The street-wise intelligence, the fast-thinking according to situation
- Expression
- Charm: How charming you are, how you affect people and animals (and magic)
- Fear: Your fearsome aspects (affects people and animals)
In math terms, you have 13 free points to place into the four categories and 4 to put into aspects. You can choose only one aspect to upgrade. Once you choose Power, you may never put points in Resistance. But for every two points over the base category you get one in the second.
(For now, we are very far from this. That is just a basic 3 points in each category (a total of only 12) and you have additions based on available class (Soldier, Thug and Druid)
The idea is that, whenever you are getting stronger by dealing blows, you also got stronger into receiving they. Whenever you became quicker you also get slowly more accurate. Whenever in get more intellect you learn a little of how fast-think, whenever you improve your social skills, people will also start to fear you because the effect you have on day.
Of course, the other way around as well. A feared person may inflict a certain kind of charm over people, in a way, inspire they. As you learn in the streets, your overall intelligence will also increase, as you got accurate you may became faster in that and as you become stronger and resistant you also become stronger in hitting people.
Now, I'm not sure if I will keep this anymore. Neither the amount of professions available.
I may keep the attributes at least and have just a few basic, one for each basic category, classes.
Maybe something like:
Soldier/Knight/Warrior equivalent to Strength
Thief for Dexterity
Wizard/Cleric for Intelligence
Sorcerer/Druid for Expression
And I'm not happy with it either.
Well, as of the on-goings of Azaria, I'm still filling the scenery, the outside first. A few that will be triggered by events and so on. But as a major, the around-the-city walk.
Later is time for the builds, that is a lot more work. If I'm at over 80% of street related work, I'm not at 20% of all the text.
It is the damn thing of starting with 3 plot at once. Ok, it is still a way better than starting with the whole 27, but you know, it still a lot of work.
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