Re: [pygame] Buried In Game Ideas

2007-05-31 Thread Rikard Bosnjakovic
On 5/30/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Quick question before this battery runs out: what would you want to be able to do in a village in this primitive island world, if the village is abstracted as a menu but the individual random tribesmen have names and hopefully some kind of

Re: Exploration of Procedural RPG worlds [was Re: [pygame] Buried In Game Ideas]

2007-05-30 Thread Laura Creighton
In a message of Tue, 29 May 2007 18:28:14 PDT, Dave LeCompte (really) writes: There was a recent interview with Ubisoft's Clint Hocking at gamasutra.com where he discusses exploration in RPGs (think Oblivion): http://www.gamasutra.com/features/20070514/ruberg_01.shtml In particular, he says: I

[pygame] Buried In Game Ideas

2007-05-29 Thread Kris Schnee
Ethan Glasser-Camp wrote: I'm interested in the curious use case Kris posts -- checking for object identity as part of a sea adventure? I can only imagine. :) Heh! About that... http://kschnee.xepher.net/code/070521ShiningSeaDemo.zip This is a demo release from a few days ago. It's got the

Re: [pygame] Buried In Game Ideas

2007-05-29 Thread Laura Creighton
One thing that has worked when you have built a lot of nice world to explore, but no particular reason for gamers to _want_ to explore it, is to build some sort of commerce system when you earn gold/credits/conch shells for transporting things from places where they are common to places where they

Re: [pygame] Buried In Game Ideas

2007-05-29 Thread kschnee
On Tue, May 29, 2007 10:27 pm, Ethan Glasser-Camp wrote: I can't play your demo because I'm running Linux. But I like games where you can explore and discover things. I'm not sure procedurally generating them is the way to go, though. It reminds me of Daggerfall, which was sort of fun, but