Avernum 4?

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AuthorTopic: Avernum 4?
Infiltrator
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maybe the game should have some mighty spells, so hard to get like the mighty items.
so the game could have a lot of good spells but they would be hard to get, at least the best ones.
and a crazy idea that i thought was that the game could have some combat skills, something like the spells but not magic, like fight moves like someone said before, something like Diablo if you played it, cause one of the better things of geneforge was the variety of schools, but not in munber, though.
a last thing, if the game is all linked, the why a level 99999999...... monter could not get the town where you start playing and kill you?i guess that this could be easily fixed anyway, but still is funny to realize the easy that become killing the monsters that scourged ypu at the beggining of the game, now that you are level 50.and how the dungeons will be added?they will still be a apart map?or the houses floors?

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And the incoherency award goes too...*drumroll*

^ That guy!

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Ignorwhat?
Posts: 301 | Registered: Thursday, October 2 2003 07:00
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As a representative of the Grammar and Punctuation Police, I honestly have no freakin' idea what chicho just said. And I tried to figure it out, I really did.

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Posts: 4130 | Registered: Friday, March 26 2004 08:00
Off With Their Heads
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quote:
Originally written by chicho, translated by Kelandon:

[M]aybe the game should have some [powerful] spells, [ones that are as] hard to get [as] the [artifacts are]. [In this way,] the game could have a lot of good spells[,] but they would be hard to get [(or at least the best ones would be)].

[A]nd a crazy idea that [I had] was that the game could have some combat skills, [like D&D feats; that is, "fight moves," if you will,] something like Diablo[.] [I think this would be cool be]cause one of the better things [about G]eneforge was the variety of schools [of magic, i.e. Battle Magic, Blessing Magic, etc. However, the number of different kinds isn't as important as how different the kinds are from each other.]

[One] last thing[:] if the game is all linked [i.e. no towns, as mentioned above], the[n] why [couldn't] a [high level monster] get [into] the town where you start playing and kill you? [I] guess that this could be [prevented easily, i.e. by keeping high level monsters far away from beginner areas,] but [it] still is funny to realize[, once you've become level 50, how easy it has become to kill] the monsters that [you had difficulty with] at the [beginning] of the game. [Oh, and] how [will] the dungeons be added? [Will they] still be [separate areas]? [What about the different floors of houses?]
Good lord.

In answer to part of this, dungeons are just additional towns. Everything really is linked. This doesn't cause nearly as much mayhem as you might think. Different floors are supported, which means that not everything is completely continuous, but it's much more so than the old AT.

I'm not really telling anything that you can't figure out based on Jeff's statements, so I assume I'm not violating the NDA.

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Posts: 7968 | Registered: Saturday, February 28 2004 08:00
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Well played. *places Grammar Policeman of the month award on Kel*

[ Monday, October 17, 2005 15:45: Message edited by: Bender Bending Rodriguez ]

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Posts: 287 | Registered: Tuesday, August 19 2003 07:00
Infiltrator
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oh well stupid punctuation!
i was writing fast...
i can't be perfect in grammar!
well if that happens again, please try to translate it or just don't read any...
i will read my topics before posting them from now on, i have so many errors sometimes...

[ Monday, October 17, 2005 17:28: Message edited by: chicho ]

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Posts: 446 | Registered: Friday, July 22 2005 07:00
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quote:
Originally written by chicho:

i can't be perfect in grammar!
...
i will read my topics before posting them from now on, i have so many errors sometimes...

Starting now?

In all seriousness, while we understand the difficulties of writing in a foreign language, there are some things that are the same in English and Spanish. Those are things like capitalization of the first letter of a sentence, a space after punctuation, some kind of recognizable paragraph division, and the like. Such simple things make your posts far more legible and save Kel from having to translate, which I don't think he'll do too often.

—Alorael, who would like to point out in any case that Jeff does not read these boards for suggestions and is unlikely to include any major revisions to the system he has worked out at this late date.
Posts: 14579 | Registered: Saturday, December 1 2001 08:00
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Grammer be, stupid. Why Because I sayz it be.

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Posts: 2395 | Registered: Friday, November 2 2001 08:00
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quote:
Originally written by Kelandon:

In answer to part of this, dungeons are just additional towns. Everything really is linked. This doesn't cause nearly as much mayhem as you might think. Different floors are supported, which means that not everything is completely continuous, but it's much more so than the old AT.
Why not? Why not simply have multiple layers within the engine and when the player moves up a "staircase", simply change the layer the player is currently on? I don't see why more engines don't do that. ;)

quote:
Originally written by Kelandon:

I'm not really telling anything that you can't figure out based on Jeff's statements, so I assume I'm not violating the NDA.
An NDA? To not tell us how much the game rocks? That seems a little strange. :P

[ Monday, October 17, 2005 23:13: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
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Well clearly A4 is already too far along the road for Jeff to incorporate people's ideas now (didn't he say he started writing it over a year ago?), but it's still nice to speculate about things people want in new games. And I expect A4 will have lots of cool stuff that people haven't really thought of, so there'll be lots to keep us occupied.

My guess is, it'll be ace. (Though admittedly I'm not a highly critical gamer.)

Okay, so I did it. I gave in and registered. Been a wanderer for a while now, and it's very amusing so I decided to join in. Before anyone says it, I didn't have much left for those turtles; a blue dog ran off with my sanity quite some time ago. Nice to meet you all!
Posts: 147 | Registered: Tuesday, October 18 2005 07:00
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Welcome to SpiderWeb! If you have been around lurking, you will know the tradtional welcome, and I can't ask you to leave youre sanity at the door, since you already have. Welcome!

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Posts: 3029 | Registered: Saturday, June 18 2005 07:00
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I'm also beta-testing A4, as a representative Geneforge fan who never got into Avernum before, mainly because of the graphics barrier. In Jeff's market, I think we Geneforged whippersnappers may be important, even though most people on this list seem to be the other way 'round -- old Avernites, or even Exiled, who growl at the whole upstart Shaper world.
For what it's worth, though, my own initial reaction is that A4 is indeed quite different in feel from any of the GF series.

I won't be posting much here for quite a while, since the betatesting will absorb at least as much time as I can spare.

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Have fun.

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Posts: 2395 | Registered: Friday, November 2 2001 08:00
Off With Their Heads
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quote:
Originally written by Frobozz:

Why not? Why not simply have multiple layers within the engine and when the player moves up a "staircase", simply change the layer the player is currently on? I don't see why more engines don't do that. ;)
I am very confused about what you're saying here. It seems like you're saying, "Why doesn't he do what he's already doing?" The answer is: no reason, since he's already doing this.

quote:
An NDA? To not tell us how much the game rocks? That seems a little strange. :P
Not to reveal anything about the game whatsoever, actually, which seems a little less strange.

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

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Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Skip to My Lou
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I think what he meant with the staircases is that the layers are directly above the other layers and when you move up a staircase your view shifts to the new level.

[ Tuesday, October 18, 2005 09:12: Message edited by: Archmage Alex ]

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Posts: 1629 | Registered: Wednesday, October 3 2001 07:00
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...

You mean both are shown on the same view?

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Or maybe have one layer superimposed over the other, so you need special 3D glasses with polarizing lenses to play the game.

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Posts: 907 | Registered: Monday, July 15 2002 07:00
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quote:
Originally written by Drakefyre:

...

You mean both are shown on the same view?

Basically you'd treat the upper layer as being part of the same map, just "above" the lower floor. Then when the player or a mob goes up, you only let things on that level affect them. I don't see why it would be so difficult to achieve. It also allows for stuff below the current level to continue "running" instead of having to wait for the player to go back down. :D

Edit: I was going to try to fake an example in BoA but it appears to be too stinking weak for it. :(

[ Tuesday, October 18, 2005 21:08: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
...b10010b...
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quote:
Originally written by Drakefyre:

...

You mean both are shown on the same view?

I think what he's saying, in technical terms, is that if the staircase on the first floor of a tower is at, say, X 600, Y 450 on the world map, then the staircase on the second floor leading back down to the first will be at X 600, Y 450 on the second floor of the world map (or to put it another way, X 600, Y 450, Z 1). In other words, the second floor of every building that has a second floor is part of the same map, since they're all at the same altitude.

I don't really see what gameplay advantages this could have, apart from the fact that if you had a way to fly ridiculously huge distances, you could get directly from the second floor of any building in the game to the second floor of any other building in the game without climbing downstairs.

[ Tuesday, October 18, 2005 21:40: Message edited by: Thuryl ]

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quote:
Originally written by Accountability in Action:

quote:
Originally written by chicho:

i can't be perfect in grammar!
...
i will read my topics before posting them from now on, i have so many errors sometimes...

Starting now?

In all seriousness, while we understand the difficulties of writing in a foreign language, there are some things that are the same in English and Spanish. Those are things like capitalization of the first letter of a sentence, a space after punctuation, some kind of recognizable paragraph division, and the like. Such simple things make your posts far more legible and save Kel from having to translate, which I don't think he'll do too often.

—Alorael, who would like to point out in any case that Jeff does not read these boards for suggestions and is unlikely to include any major revisions to the system he has worked out at this late date.

Hahahahaha. I loved this post, I swear to God. To me: it’s ok to have a bad grammar outside school, but chicho just takes it to a different extreme. According to him, he doesn't even READ his own post before posting them. Sure, using spell check on your post is not necessary, but I thought reading them was just plain common sense.
Posts: 1035 | Registered: Friday, April 1 2005 08:00
Law Bringer
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Actually, I think Frobozz is suggesting that all areas could have three coordinates, so that your party could be at (10,10,1) in the Example Tower or one floor above at (10,10,2). It would require creative transparencies resulting in an appearance more or less identical to what we have already, but it would let two thing be on top of one another on the same map. The only real effect I could see is the occasional bridge you could walk over or under and monsters being able to go up and down more staircases that in the current Avernum system lead to different maps.

It's probably more trouble than Jeff thought it was worth.

—Alorael, who wouldn't mind a few bridges, though. They could make for fun labyrinth puzzles!
Posts: 14579 | Registered: Saturday, December 1 2001 08:00
By Committee
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Those sorts of maps were featured in the action-RPG Nox (if anyone here played that), and leant itself to some rather distressing melees where your character was chased continuously by mimics.
Posts: 2242 | Registered: Saturday, April 10 2004 07:00
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quote:
Originally written by Accountability out of Action:

It's probably more trouble than Jeff thought it was worth.
Quite. He also may not even use elevation in the game since Geneforge didn't seem to have it. ;)

I've also noticed a certain pattern to his game making. Every three or four games, he seems to take a new approach with his engine. This time around he seems to be taking some of the features from both the Avernum and Geneforge engines in certain ways. It will be interesting to see how it turns out. :D

[ Wednesday, October 19, 2005 10:00: Message edited by: Frobozz ]
Posts: 117 | Registered: Friday, November 2 2001 08:00
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QUOTE]Hahahahaha. I loved this post, I swear to God. To me: it’s ok to have a bad grammar outside school, but chicho just takes it to a different extreme. According to him, he doesn't even READ his own post before posting them. Sure, using spell check on your post is not necessary, but I thought reading them was just plain common sense.[/QB][/QUOTE]
I'm bad in english grammar for god sakes!

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