Pastel Community Game project and discussion

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Ancient Crystal
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Re: Pastel Community Game project and discussion

Post by Ancient Crystal »

OnyxIonVortex wrote:
Ancient Crystal wrote:We who have written stories can't vote for ourselves, meaning we have a total of six alternatives, and as such we give score on a 1-6 scale. The Abacus has no story of his own, had seven alternatives, and gave score on a scale of 1-7. Not having written your own should not grant you more points to give, as such he should get an extra 0, not an extra 7.
Oh, I see.
But that doesn't change anything in the final result. If you think about it, what matters is the difference in scores, not the scores itself. Adding 1 (or any number) to each one of the candidates doesn't change the outcome, does it? Thus it doesn't matter if you have 1-7 or 0-6 to assign, because the net result is the same.
That's right, sorry.
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Vortex
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Re: Pastel Community Game project and discussion

Post by Vortex »

don't worry, I actually thought of that myself too before realizing it was the same XD

so... Sublevel? will you add your final vote?
Babylon
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Re: Pastel Community Game project and discussion

Post by Babylon »

Quick questions:

-Who is drawing storyboards?

-What is Oranges mini-game? (Because it sounds cool)
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Vortex
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Re: Pastel Community Game project and discussion

Post by Vortex »

-which storyboards? I think noone is drawing anything at the moment.

-it's meant to be an extra minigame, we've yet to decide what we will do (or even if it will be in the final version).
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Ancient Crystal
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Re: Pastel Community Game project and discussion

Post by Ancient Crystal »

-No idea

-Nothing at the moment I belive. I'm told this oranges thing is some form of running joke in the pcg production, but that's all I know. I've got some ideas for it if nothing is planned, though.
Meet the new boss, same as the old boss, if the old boss had been an octahedron, which they weren't.
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Vortex
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Re: Pastel Community Game project and discussion

Post by Vortex »

What I know is that it won't be something childish as a bunny-catch-those-oranges minigame. We can make it funny and that, but I'd aim for something more complex than that XD
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Re: Pastel Community Game project and discussion

Post by Boingo »

-Storyboards: a timeline description of the in game plot, set out. That's the skeleton. Then we place in onto a template and start filling in the nicky picky details like how the player finds out about the backstory, the puzzles etc.
then we add sketches of rooms, and then start creating.

War crimes: good point :)

How's it going, sublevel?
Babylon
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Re: Pastel Community Game project and discussion

Post by Babylon »

Okay, things seem to be going alright at the moment. We are making progress, by the look of things.
A few more questions:

-Our deadline is 15th right? What exactly do we need done by then, just the back-story, the timelines, the game plot etc?

-Is dVanDaHorns still around to do the coding? That's what I made from reading back the threads.
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Vortex
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Re: Pastel Community Game project and discussion

Post by Vortex »

- we need to develop the story to the point I can start drawing things. That means we can leave some minor plot details for later and work more on things that affect the gameplay (descriptions of rooms, buildings, etc.)

- He hasn't been online for a long time, so for the moment the coding is paralyzed.
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Ancient Crystal
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Re: Pastel Community Game project and discussion

Post by Ancient Crystal »

I hatched a few gameplay ideas today, including a robot-based revival of the multiplayer concept.

In the accident, everyone is disintegrated. However, the sapient/sentient maintinence systems' hard and executive software remains reasonably intact, allowing it to continue functioning, although with most of it's historical software corrupted. Having had to tranfer most of it's cognitive functions from the mainframe to a number of executive sub-units (read: robots) to achieve this survival, patching up both it's own identity and facility becomes the ultimate task of the game.

This style of gameplay wouldn't be mentionably different from what we've planned. The player would still wake up in a strange chamber with no memories, have to venture through the facility and figure things out to achieve a set of goals. The " multiplayer" aspect would of course be achieved by different bots being located/trapped in different sections of the facility, communicating with each other and transferring items and their core sentience through remaining wiring, ventilation ducts and pretty much whatever comes in handy. If we want this game to stand out, I think this would be the way.
Meet the new boss, same as the old boss, if the old boss had been an octahedron, which they weren't.
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