Archived from groups: rec.games.roguelike.development (More info?)
Tom, Making a serious attempt to be consise says:
In making CHAZM i have a lot of time to think and little time to code.
This is wonderful in that I am making a very well written and well
planned game but.... annoying as hell! Thus i am constantly overwhelmed
with ideas trying to push their way out of my head and into yours. i
mean ... this newsgroup... of course!
I have a question very very related to furry dragons and storylines...
How important is a background. What i mean is like... ADOM. Nethack is
just assumed to be the generic dnd like fantasy with cameras
background.
Angband is... well... Tolkin of course... an already made world. ADOM
is, speaking with no experiance, a constructed world with a fabricated
background... or at least more recently fabricated... by the
author/coder.
Is it important to give my Rl a specific feel by giving a background
that maybe starts the same in each game and can change a little
throughout. Hmm.. i think storyline is missleading. What i mean to say
is: ... "Feel"... "atmosphere" ... "background"... "history". Things
like dwarves and elfs hate eachother. Instead of metalic dragons are
good with physical powers and Chromatic D's are evil with elemental
powers maybe in my game ... *not a serious example* ... Harry dragons
are good and spiky dragons are evil.
The furry, fluffy, silky, dragons are good and the horned, spiked, and
studded dragons are evil or chaoitic... again... bad examples.
Another example. In a game with no story the weighting of items and
powers will drift from version to version whereas its clear in tolkin
myth that rings are rare and powerful while say in nethack they are
common items and magic swords and the like are generally the artifacts!
Maybe in my world magic is rare and feared by the commoners. Mages are
generaly rare outcasts with powerful magic at their fingertips and any
use of even the smallest cantrip inside all but elven cities will have
the gaurds hunt you down.
Maybe magic is commen and even shopkeeps commonly employ magic and
wands
against thiefs (ala nethack!). Maybe the world is dark and the cities
have curfew. Maybe the citizens are scared to leave the towns and orc
raids are commen... or maybe, then again, the world is mostly good and
normal civilians feel free to wander the caverns and groundworld only
carrying a small dagger to ward off mischevous creatures. Maybe
mish-mashes of different creatures roam everywhere (nethack) or maybe
dragons are each to their own cave and skelletons are only found in
crypts. Maybe ______.
I hope you all see where this is headed. I would think that a story is
good and would add depth and control the direction and _FEEL_ of the
game but maybe its too heavy... thoughts for chazm...?
(BTW... chazm will be like nethack in that you are decending a dungeon
.... still trying to develop that story... ... and there will be
cities in large protected caverns ... as you go deeper the generic
human
and kobold cities will become, more often, orc, gnome and dwarf cities,
and even deeper where few adventurers reach... even a dijinii city and
the great Dark-Elf metropolis where a huge chazm has split the city in
half!)
I already have some story developed but i am looking for some opinions
on how far i should develop it and ideas for how (if so
!!!
-Thomas
RL: CHAZM
Tom, Making a serious attempt to be consise says:
In making CHAZM i have a lot of time to think and little time to code.
This is wonderful in that I am making a very well written and well
planned game but.... annoying as hell! Thus i am constantly overwhelmed
with ideas trying to push their way out of my head and into yours. i
mean ... this newsgroup... of course!
I have a question very very related to furry dragons and storylines...
How important is a background. What i mean is like... ADOM. Nethack is
just assumed to be the generic dnd like fantasy with cameras
background.
Angband is... well... Tolkin of course... an already made world. ADOM
is, speaking with no experiance, a constructed world with a fabricated
background... or at least more recently fabricated... by the
author/coder.
Is it important to give my Rl a specific feel by giving a background
that maybe starts the same in each game and can change a little
throughout. Hmm.. i think storyline is missleading. What i mean to say
is: ... "Feel"... "atmosphere" ... "background"... "history". Things
like dwarves and elfs hate eachother. Instead of metalic dragons are
good with physical powers and Chromatic D's are evil with elemental
powers maybe in my game ... *not a serious example* ... Harry dragons
are good and spiky dragons are evil.
The furry, fluffy, silky, dragons are good and the horned, spiked, and
studded dragons are evil or chaoitic... again... bad examples.
Another example. In a game with no story the weighting of items and
powers will drift from version to version whereas its clear in tolkin
myth that rings are rare and powerful while say in nethack they are
common items and magic swords and the like are generally the artifacts!
Maybe in my world magic is rare and feared by the commoners. Mages are
generaly rare outcasts with powerful magic at their fingertips and any
use of even the smallest cantrip inside all but elven cities will have
the gaurds hunt you down.
Maybe magic is commen and even shopkeeps commonly employ magic and
wands
against thiefs (ala nethack!). Maybe the world is dark and the cities
have curfew. Maybe the citizens are scared to leave the towns and orc
raids are commen... or maybe, then again, the world is mostly good and
normal civilians feel free to wander the caverns and groundworld only
carrying a small dagger to ward off mischevous creatures. Maybe
mish-mashes of different creatures roam everywhere (nethack) or maybe
dragons are each to their own cave and skelletons are only found in
crypts. Maybe ______.
I hope you all see where this is headed. I would think that a story is
good and would add depth and control the direction and _FEEL_ of the
game but maybe its too heavy... thoughts for chazm...?
(BTW... chazm will be like nethack in that you are decending a dungeon
.... still trying to develop that story... ... and there will be
cities in large protected caverns ... as you go deeper the generic
human
and kobold cities will become, more often, orc, gnome and dwarf cities,
and even deeper where few adventurers reach... even a dijinii city and
the great Dark-Elf metropolis where a huge chazm has split the city in
half!)
I already have some story developed but i am looking for some opinions
on how far i should develop it and ideas for how (if so
!!!
-Thomas
RL: CHAZM