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Post Nuclear World (RPG)
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Chris
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PostPosted: Fri Sep 19, 2008 12:21 pm    Post subject: Post Nuclear World (RPG) Reply with quote

Gameplay more or less similar to Samurai (RPG). Set in a post apocalyptic world.

Chances of being implemented: low/below average

Food
There would be a stronger focus on food and water. Staying alive, hunt to get something to eat would be an important task.

I was thinking about various classes of food:
class 1 - (fungus, glones, raw rats)
class 2 - (cooked rats)
class 3 - (meat)
class 4 - (high processed quality food - expensive)
class 5 - (pre war food - found in old bunkers/vaults/shelters only)
There are 5 bars displaying the amount of each class food you ate. You need class 1 or you are in a big trouble (regeneration halved, energy halved, etc). As long as you have some class 2 food in your stomach you get a small bonus to combat. Class 3 provide a small helth regeneration boost. And so on.

Hmm, sounds complicated...


Last edited by Chris on Mon Jan 04, 2010 10:30 pm; edited 2 times in total
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Mike_Lancelot
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PostPosted: Fri Sep 19, 2008 1:36 pm    Post subject: Reply with quote

Players should also have a radiation level, the higher the worse, giving negative bonus on combat, regeneration, energy accumulation etc.
Players get a little radiation all the time and risk bigger doses by searching/adventuring on dangerous, but more rewarding sites.
Various medicines cures and protective gear (anti-radiation suite, geiger counter) diminishes the amounts you get...
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Chris
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PostPosted: Thu Dec 25, 2008 4:19 pm    Post subject: Reply with quote

The round last 1 month. The final score heavily depends on the parts of gaia generator found (which will be used to renew the earth).

There are several locations, unlocked depending on character level (a few locations will open only after certain day of the round). At least 2 locations at certain level range (to give players some choice). Some locations are radiated (mutations) also different food availability, monster types and equipment find chance. There should be various NPCs on them as well (how to find them? random event?). There is one minor treasue in location (aprox. after 1 day of exploring) and one major reward (aprox. after 3 days of exploring), these can be collected only once. There are more locations than possible to be fully explored during one round.
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Dent
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PostPosted: Thu Dec 25, 2008 5:24 pm    Post subject: Reply with quote

The locations, is it one minor + one major reward per player or will it become more of a hunt to get first into the locations? I think the sooner alternative would be better.

Is it possible to mutate yourself? Not by free will (that would be too dangerous) but to accidentally expose yourself to large quantities of radiation and perhaps grow a thicker skin (+resistance) or get a deformed arm/hand/leg (-streangth/speed)?
Just speculations. I dont know how realistic you want it to be.
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Chris
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PostPosted: Sat Jan 31, 2009 7:31 pm    Post subject: Reply with quote

Hmmm, I think most should be per player, but a few "rece for a quest" would be nice too. Any ideas how to make the "first get" locations/quests?

As for mutations & radiation these are obligatory for post nuclear world Very Happy But I would try to keep the realism/complexity level as low as possible (because I'm lazy, no other reasons Very Happy)


Anyway, I'm still looking for the core player's activity. The thing that the game will be about. The first idea about making it like Samurai will not do (not appealing enough).

Maybe make it more like Burntime or Roadwar2000?
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Chris
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PostPosted: Wed Apr 08, 2009 12:59 pm    Post subject: Reply with quote

Early layout http://www.postnuclearworld.com/ does it feel like post-apocalyptic climate?
I think there will be horizontal menu (like in Colony), no left/right boxes of any kind.
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MNICY
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PostPosted: Wed Apr 08, 2009 9:04 pm    Post subject: Reply with quote

I usually think of post nuclear world type areas to have more dark colours.
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DeathShot
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PostPosted: Fri Apr 17, 2009 2:31 pm    Post subject: Reply with quote

U should have a black market with really expensive things like batteries...

and also weponds... SHOTGUN!!!!!!!!!
What type of post nuclear war game doesn't have a shotgun????
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MNICY
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PostPosted: Fri Apr 17, 2009 5:59 pm    Post subject: Reply with quote

I agee, needs a shotgun.
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Chris
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PostPosted: Fri Apr 17, 2009 7:22 pm    Post subject: Reply with quote

Yes, yes, there will be shotgun and bacteries, a lot of bacteries Very Happy


Concept of difficulty level & standard of living
I was thinking about making it difficult all the time. Desperate search for food & water no matter how long you play. This could be done by 2 factors:
1) independent - the difficulty level increases each day (not day of the round but the player's day, also excluding days when he was inactive)
2) optional - player can increase "standard of living" the higher standard the more difficult to find food (some food unavailable to eat anymore?) in exchange the player would get certain benefits (faster experience, more skills, combat power, NPCs reaction). In short you are good player you go for higher difficulty, if you are less skilled you stay lower.

What you think?
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MNICY
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PostPosted: Fri Apr 17, 2009 9:58 pm    Post subject: Reply with quote

The second option adds an extra layer of complexity. The question we have to ask is: "Is this layer necessary".
I don't think it is,and I would probably leave it out. That being said, I don't think it would have a negative effect on the game. It would either have a positive effect, or not matter very much.
I'm just against unneeded complexity.
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MvH MontySCOUT
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PostPosted: Sat Apr 18, 2009 9:29 am    Post subject: Reply with quote

My idea about the nuclear war game is the following: (at the most points compared of chris's idea)

you need x wather and X food to survive this day, when you can't manage to gather this toghether, you die. and you're out of the game.

You can gather 'stuf' toghether by improving your skills(should be a part of the gathering procces) and stealing from others. Attacking should cost recourses aswell. so you have to find a combination of attacking, saving and surviving...

You should be able to save 'stuff' for the night.... Everynight the deposit would be emptied, (you need to survive...)

As far as I know, no game exists on this base. (if I knew some code. I'm learning php, but I'm not very good at it right now:P I would have chosen this option)

Several points you have to choose on:
- linear increasing, or exponential? or something in between?
- How can we asign a winner? maybe this: (surviving days * score gained by attack) + something from skills?
using this math, its possible the longest survivor won't win the competition... you should plan a strategy with attacking and surviving...


To adding the bacteries component, this can be your food Wink.
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Chris
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PostPosted: Sat Apr 18, 2009 11:33 am    Post subject: Reply with quote

The game is a series of minigames "survive a day", sort of. At the end of each day your standing is checked (food/water is consumed at the end of the day only), depending on your standing you get "survival points" which are base to determine the winner. If you got many points that day the difficulty level increases (linear), if you did very bad it decreases (when average then slight increase or stagnant). The difficulty level takes also into account day of the round compared to your score (so those starting late can catch up, to a degree).

When day ends, all options become disabled. You see "Proceed to a next day" or "You survived the next day!" button. Once you click it the new day for you happens and you are presented a detailed (one page long) summary. Only one day is stored, if you do not login and press the button within 24 hours you will "lose" that day (I don't know what "lose" means Very Happy maybe no score only or the day fully ignored? How to avoid abuse by people skipping days?).

There are also weekly challenges, top X people who met certain criteria within that week are rewarded additional survival points (no clue what challenges yet...) You are also required to repeat some tasks each week (like you shelter collapses at the beginnning of week and you need to build a new one).
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Chris
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PostPosted: Fri Apr 24, 2009 11:08 am    Post subject: Reply with quote

Which colour set gives the most post apocalyptic feeling?
http://postnuclearworld.com/layout/colors/
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DeathShot
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PostPosted: Fri Apr 24, 2009 2:19 pm    Post subject: Reply with quote

I say a combo of 0 and 5
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