how should epic encounter areas work?
the game in question (as usual): Caveman v3.0 FPSRPG / person sim hybrid. stone age setting. open world, sandbox, survival, emphasis on realism.
from my design notes / todo list:
special encounter areas
how should epic encounter areas work?
the game in question (as usual): Caveman v3.0 FPSRPG / person sim hybrid. stone age setting. open world, sandbox, survival, emphasis on realism.
from my design notes / todo list:
special encounter areas
Norm Barrows
Rockland Software Productions
"Building PC games since 1989"
PLAY CAVEMAN NOW!
http://rocklandsoftware.net/beta.php
Watching documentaries and shows on savanna and rainforest ecosystems might better inspire you to create organic environments and inhabitants.
I really like this idea. It would allow things to feel more inline actual life.
Developer with a bit of Kickstarter and business experience.
YouTube Channel: Hostile Viking Studio
Twitter: @Precursors_Dawn
Maybe encounter areas could be more natural spots then randomly chosen i.e. water springs, narrow paths through mountains, rich soils...
Also maybe these spots may act as a "theatre" where player may observe some animal fight (and get some warning feel not to contribute).
Ïf I remember correctly you were thinking how to give players exploration reward, so observing fight (or some other event) and collect what is left can be one method...
As for the timing- consider randomness and different encounter density for the spots...
How much of the gameplay revolves around "valleys"?
none, its just another game feature. take it or leave it as you see fit.
and they aren't actually "valleys". just a random spot in the game world where there's a chance of special encounters on top of the usual random encounters. "valley of the sabertooths" just sounds better and conveys the idea a little better than "random spawn point of the sabertooths" <g>.
Watching documentaries and shows on savanna and rainforest ecosystems might better inspire you to create organic environments and inhabitants.
over the last 16 years i've probably watched 1000+ hours worth of documentaries related to this game. i never thought that "hey! a game where you can make a stone knife and take on a saber tooth tiger would be cool!" would turn into me having to learn about archaeology, anthropology, paleo-zoology, and just about every other "-ology" under the sun! <g>
Norm Barrows
Rockland Software Productions
"Building PC games since 1989"
PLAY CAVEMAN NOW!
http://rocklandsoftware.net/beta.php
Maybe encounter areas could be more natural spots then randomly chosen i.e. water springs, narrow paths through mountains, rich soils...
chance of regular encounters already takes terrain into account, so there are more critters near water, etc. placing special encounter areas a specific types of terrain (like springs and waterholes) could effectively lock out the player if the critters there were dangerous.
regular encounters alone can already create the types of living environments described in the replies to this thread: grazing, migration, flocking, predators hunt when they get hungry, animals fight or chase each other off when they get too close to each other, and so on. its really cool to go running through a flock of birds and make them scatter like pigeons in the park! <g>. looks just like the real thing!
the "special encounter areas" will be places where in addition you also have a whole lot of <some critter or caveman type> or <critters in general>. even though that may be somewhat unrealistic. yes! gasp! i'm considering something somewhat unrealistic for the game. well, it already has caverns, with unrealistically high population densities of nasty critters in them. the "special encounter areas" will be similar, but wilderness encounters instead of "dungeon" encounters.
Norm Barrows
Rockland Software Productions
"Building PC games since 1989"
PLAY CAVEMAN NOW!
http://rocklandsoftware.net/beta.php