Off Topic > Games
Dwarf Fortress Megathread! - Necro'd enough to count as a vampire
Flush535:
people I think we need another clear
Jacob/Lee:
Windigo!
Flush535:
--- Quote from: Jacob/Lee on May 15, 2012, 05:22:31 PM ---
Windigo!
--- End quote ---
oh
SNAP
Someone has to draw that.
Jacob/Lee:
"Are you suggesting minecarts migrate?"
"A kea? Carrying a minecart?"
Jacob/Lee:
6/6/12
--- Quote ---It's time to activate the world now. The overall idea is that entities such as town governments, bandit gangs, criminal organizations, necromancer cults, etc., will have goals and act to carry them out, replacing losses and reacting to your acts as you arise to interfere or aid them, with a generous helping of tension between historical figures frosted with beast antics.
Some initial work is required, but we're going to try to move through it quickly this time. I'm currently taking the preliminary step of detailing entity claims to sites based on purpose, location, time of day, and so on. Then the plan is to use these to get entity representatives such as guards and dirt bags out on the streets, along with regular citizens with varying views on the entity claims, and to get them all interacting with each other and adventurers a bit. That'll set the stage for the visible realignment of entity claims as the game progresses, and it'll give you some material to work with. Specific quests are going to start to drop out of the game as we proceed, to be replaced by you doing what you want with respect to the various groups and reacting to their direct intervention in your affairs. Now that we'll have the site control situation a little more fleshed out, we're also going include a bit of exposition, both for your home town when you start and when you talk to people in places you visit, though you might still happen upon trouble before you hear anything.
Part of the entertainment will include learning information about the locations of villains, starting with the simple bandit gangs that have thugs harassing people in town. To this end we'll be including non-lethal combat and a recognition by participants and bystanders of the various stages of escalation in the confrontations. Killing a town's miscreants won't generally be sound practice if you don't want to be feared yourself. A sufficiently outmatched opponent will be able to surrender to you, and that should allow you to come through to the villain's hideout or to send a message to the villain. The mechanics included will be general and apply to anybody that can surrender and speak. We'll be improving bandit hideouts for the larger groups, and those groups will divide the time of their members between patrols, guard duty, and their active goals.
These relatively simple setups will give rise to more complicated games as we increase the number of plots and allegiances available for critters. The foundation of an active world which can handle sustained play is the regular advancement of history through birth, death and succession, so we're also going to tackle these early on in the process. More details as we go!
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Hurrah!