Trinity: Changes

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Kaczor
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Trinity: Changes

Post by Kaczor »

<strong>[Game -> Update]</strong>

As some of you know, <!-- BBCode Start --><A HREF="http://trinity.glt.pl" TARGET="_blank">Trinity</A><!-- BBCode End --> is a post-nuclear cRPG, which action takes place in ruined Central Europe. If you were interested in our project, you should know, that we had weekly work summary in every Sunday or Monday, but from this moment, we will not post them at our page. They don't show the real status of work and they could be misleading. From now, we will post the most interesting and newest information about Trinity only when necessary.
<br>First occasion to post news turn up today, so I want to present you our two new wallpapers:
<br><blockquote><center>
<br><a href="http://angrenost.org/~trinity/data/doc/ ... 2_1024.jpg" target="_blank"><img src="http://angrenost.org/~trinity/data/doc/ ... 024_s.jpeg" alt="Trinity Wallpaper #2" width="140" height="105"></a> & <a href="http://angrenost.org/~trinity/data/doc/ ... l_1024.jpg" target="_blank"><img src="http://angrenost.org/~trinity/data/doc/ ... 024_s.jpeg" alt="Unrealized refugees" width="140" height="105"></a>
<br></center></blockquote>
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S4ur0n27
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Post by S4ur0n27 »

Good luck, it looks promising.
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Post by PiP »

yeah yeah good luck again.
so far nice-to-decent freehand drawings and collage-wallpapers. Occasional model here and there.
Will you finally give us some evidence that you are actually doing something?

I know you probably don't have the engine yet, but you could at least give rules' samples like what statistics influence what in what way (e.g. hit chance = percaption (+) distance (+) gun stat (+) gun skill (+) etc or something to this effect), skill system, anything worth discussing.

I know you system is basically FUDGE but FUDGE doesn't determine attributes and skills of the actual game it is used for. How will it work in your game?
( download FUDGE -rght click, save...)

As far as interesting things go, I only know that
-PC will be created by choosing parents of particular attributes
-view: pseudo-isometric 3D, like Fo3 (RIP)

here are some of my suggestions for a lil' Q&A:
1) what attribute-skill system?
2) will you make it possible to solve most in-game problems not only in acombat fashion, nul also thief? diplomat? scientist?
3) will you make it posiible to choose between good and bad option for each situation for an equal no. of XP?
4) will the choices you make (e.g. those good/bad or faction choice)
really singnificantly influence the game?
5) how many pages of dialogues do you already have?
6) what's the average number of dialogue options to choose from at a time? What stats influence this number? (even if it's pure FUDGE, tell us - it's interesting)
7) if you choose to be a 'fighter' what are the proportions of fighting Vs other activities?

(edited due to getting more info)
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Post by Kamaz »

And I am rather doubtful of good choose-the-cities-bombed system's implementation in game. It is more or less revolutionary, but possibility to choose which cities to delet from map is not the question of just removing entities or quests - single city can influence a game world drastically, so I see there a hell of a work to do in order to get that system really working as intended. Or simplify it all so much that it gives no sense of using it. So, could we here something more about this feature?
*the
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Post by Kaczor »

As for now, we can't say much about our RP system (skills and their uses), because we're still working on them. All I can say is that we want to make them really useful and justifiable, so each of them will have influence on gameplay, and every skill in order to appear in the game must have its use at least in several places.

Of course, you will be able to solve quests in many ways depending of your skills or will. If you will create a scientist then for sure you won't be able to perform all quests related with combat, or strength. Sometimes NPCs will help you, but if you stand for a boxing fight, and you have strength like a five year old baby, then don't be surprised if you won't accomplish this quest. You will be able to perform quests as well as the good guy or the bad guy, of course using different methods. However you won't always get the same amount of XP for performing the quests, independently from your method. If the diplomatic way will be more difficult and will require to perform some secondary tasks, you will get much more XP points for it than for shooting your victim. Of course it goes both sides. If you have to kill somebody, and in order to get him you also have to kill many opponents guarding the target, or just talk with one fellow to do it for you, its obvious that you will get more XP for killing all these guys.

We also don't have many dialouges for now. There was (are) many pages of them, but they were too funny or improper for the games' climate so we had to leave them. We don't want to make a parody you know ;-).

And now about the bomb dropping system. There's much work with it, and it really complicates some things, because some situations are difficult to
embrace if we take the fact that some cities could be destroyed. And we have to pay attention to this fact during the creation of single game aspect. That is why we guarantee, that the game won't be linear and the fact that you have destroyed this city and not another, will affect the gameplay significantly. Thanks to this you will want to play this game for few times, to check out what happens if you destroy a different city. These are our foundations and our goal is to make them real.

At the end I will say this, that we're ending with the talk about something that doesn't really exist, for now. We won't promote Trinity so joyfully as earlier. We're getting back to real and hard work, so we could come back to you with some real hot stuff. That is way we're stopping with the weekly
summaries. From now on we will show you only the most interesting things.
http://trinity.glt.pl
Trinity: cRPG in post-nuclear...
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