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Author Topic: Robot Futures?  (Read 561 times)

Offline XilliX

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Robot Futures?
« on: December 20, 2010, 04:56:17 PM »
Xoel mentioned making a junk yard, I think this could be a good source for bot upgrades as we demonstrate the "leveling" system for bots. My thought is that we provide texture changes and add-on parts to bots and allow the bot types to share parts. The parts would have their own rigging (possible?) and therefor would share animations regardless of the base models. Allowing this and color changes for the parts should provide a degree of differentiation between individual characters with just a few parts. Here are some examples:

Legs, Tracks, Boosters (floating bots)
Arms, Saw arm, laser arm
Head, Positronic brain, armored head,
Etc..

If even our two potential player models have the ability to choose among this many parts and can color each as they see fit among options, original looking characters will arise.

Offline Lady Fujiwara

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Re: Robot Futures?
« Reply #1 on: December 20, 2010, 05:25:00 PM »
Nice idea. However, purely decorative addons(like girly heads, alternate monocle design, or a "hair" bow addition) will be important as well.

1. people like shiny doodads
2. it makes nice content filler as you don't have to be an outstanding modeler to kick out a little item (might make a good user submission model one day)
3. people love to feel unique even though they already are.  ;)

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Offline Xoel

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Re: Robot Futures?
« Reply #2 on: December 20, 2010, 10:33:58 PM »
*sigh*

I intended the junk yard to be a source of enemy NPCs, not an upgrade lounge. Wouldn't one visit a robot shop to get upgrade parts?

The NPCs in the junk yard could be built from broken Victorian cameras, spouts, steambitz, etc., by an unkown entity. They're hostile to all who enter their area.

Offline Lady Fujiwara

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Re: Robot Futures?
« Reply #3 on: December 21, 2010, 03:49:54 PM »
I don't see why it can't be both? Why not have it so that random drops off of the robots are the little things, like a little metal hat, and then make it so that the player has to fight past increasingly harder bots to get to increasingly nicer parts, like arms and heads.

Heck, we can even have a mini boss in there an make it take 3 bots to take down and then the first three bots to do so get a special one time item and then the mini boss is no more.

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Knightwitharifle

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Re: Robot Futures?
« Reply #4 on: December 21, 2010, 03:57:45 PM »
Both seems like a good idea; like a walled off area for the shop, and the bad bots all just swinging around and trying to break it, it could involve a quest. Who knows ;)

Offline XilliX

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Re: Robot Futures?
« Reply #5 on: December 21, 2010, 09:57:59 PM »
agreed on purely cosmetic additions also.

Offline Khado

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Re: Robot Futures?
« Reply #6 on: December 23, 2010, 04:25:17 PM »
In order to keep either activity from being ignored (scavenging and fighting), it was agreed that the reward should be different.  Therefore we came to the conclusion that a different type of "upgrade" should be more common in each case.  For fighting, the frankenbots (Xoel came up with the name) would have most of the weapons and so the reward would usually be combat upgrades.  Conversely, the bots would ignore the aesthetic upgrades so those would be more common in scavenging the "heaps".

Offline Xoel

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Re: Robot Futures?
« Reply #7 on: December 23, 2010, 04:32:36 PM »
My expansion:
The parts will often be broken, however (in the fight) and usually will require a trip back to a shop in Wellston to repair them (2 or 3 broken parts = 1 "good" part, shiny and nicer texture)

Parts could come in three types, broken, working, and "good". Broken ones cannot be equipped. Working ones can be equipped, but won't have as good stats, and also would have a dirty texture. "Good" ones are shiny, unbroken items that are VERY rarely found in the heap, usually made by combining broken parts at a mechanics shop in Wellston.

Further expansion: before we get to this idea I am thinking we should change the player bot race to the Brassbolt bots. This will require a fair amount of animation work so will take some time (but would line it up with release 2/3 and Wellston's exterior map), but will have a better setup for customisation.

Offline Lady Fujiwara

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Re: Robot Futures?
« Reply #8 on: December 29, 2010, 06:13:56 PM »
Although there is nothing wrong per se with the ideas here, due to recent developments, I suggest that we reevaluate this idea in terms of what can be done with it. If nothing else we should decide whether or not we want this to be our first module combat site. If not, this idea might not be so useful to the first module and could be shelved till a later time.

my vote is to keep it for the first module and use it for both combat and goodies (with said goodies coming from both battling bots and scrounging in the junk heap).

This is a perfect opportunity for employing the slot machine affect. if most of the items are fair to poor but there is a chance of getting a good or "rare" item, players will come just to see if they strike it rich as it were. All you need is one bot to come up with something good on the first try and then next thing you know there are 10 people scratching around in the heap looking for something good. It will be good for people starting out as playing their bots as becoming more independent.

Another idea would be to have the junk heap as a kind of group or faction and have the reputable robot shop in town as the opposing side. All good little service bots go to the in town shop which has nice clean parts to choose from where as the rebellious and independent bots can go to the heap and get more beat up looking parts with more dramatic upgrades but also more dramatic drawbacks.

This could provide a little conflict, if we have PvP this could be the catalyst for players battling each other as each side might hold a grudge against the other. For any roleplayers, this gives them something to roleplay about. Perhaps the junk heap bots are rebelling because they feel that they are threatened if they complete repairs and clean up for humans and perhaps the obedient service bots feel the exact same way but they feel threatened by the heap bots rather than the humans. (darn those crazy anarchists. ;) ) If nothing else it is just something to do.

A few logistical issues: This would most likely require some NPCs for the junk heap, however, they don't necessarily need to be very complex. There just needs to be a decent alternate quest track for the bots on the wrong side of the tracks.  In fact, a good quest idea would be rooting around in the heap for specific items of various rarities. They could be for the repair or creation of new heap bots and the player could get rewards for finding the correct parts, especially if they are done in a particular order.

further, I would say that this idea would need a good sized junk heap to be viable but in order to have constant bot generation, the heap would have had to have been of a good size anyway. Along with all of that is the required art for such a thing but to be honest, we can probably get by with patch work and grungy NPC robots instead of robots with radically different parts and appearances. We can leave that to players as they get their choice of new parts.

Not sure about what else would be needed but they are some things to consider.
« Last Edit: December 29, 2010, 06:31:09 PM by Lady Fujiwara »

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Offline ulf

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Discussion of Specifics
« Reply #9 on: December 29, 2010, 07:50:28 PM »