suggestions: Seasonal tile sets?
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resident

Just an idea, but if there's anyone out there who feels like doing some tile work, how about some modifications of Hahn's tileset for various holidays: Like Christmas, Halloween and New Year? Or has this been suggested before?

Posted on 2005-10-14 14:46:12

CrazyAznGamer

Hahaha, so we can have a seasonal Sully?
(Copy/paste new VSP into old VSP) Hey look, a Sully Christmas!
...
...No, I haven't seen it suggested before. It's an interesting proposition, nevertheless.

Posted on 2005-10-14 23:37:43

mcgrue

There is a dungeon in the upcoming new build featuring season-based effects and puzzles, but you have an interesting little idea.

I probably won't put it into Sully, but I think I'll work it into a personal game or two ;)

Posted on 2005-10-19 00:50:04

resident

Another thought - How about hidden dungeons that can only be accessed at a given time of year? Granted, you could cheat your way into them by changing your computers time, but not if you didn't know they were there.

I'm also enamoured of the idea of "hiding" things in the map (for example, information on how to access aforementioned hidden dungeons by say - writing a hidden message with two tiles that look the same. By using a different VSP though, one of the tiles would be changed and the message would appear.

though admittedly it would be FAR easier to do something like this with plain scripting.

Posted on 2005-10-28 04:20:41 (last edited on 2005-10-28 04:23:28)

resident

** i r teh double postin :( *

Posted on 2005-10-28 04:20:57 (last edited on 2005-10-28 04:23:55)

mcgrue

In the spring you can see the treasure chest under the tree that was hidden by summer's leaves on the tree, autumn's leaves on the ground, and winter's snow?

Posted on 2005-10-28 09:03:12

Interference22

Quote:
Originally posted by resident

Another thought - How about hidden dungeons that can only be accessed at a given time of year?



Stunningly mean if you ask me, and it could be construed as a waste of effort.

Firstly, if the player doesn't cheat then they can only have access to timed content (at the very worst) once a YEAR and could even miss it if they're not playing on the day it's activated.

Secondly, I've always championed the idea that the game caters for the player, not the player for the game. Thus the player should be able to stop playing whenever they want without something ghastly happening in the interim (*cough* Animal Crossing *cough*).

Finally, all that work that goes into the timed dungeons but what if the player never gets to see it? All that effort and it's not even enjoyed.

Posted on 2005-10-30 19:08:04

mcgrue

Dear god, int22, if that's not an excuse for a Time Machine in the game, I don't know what is!

Posted on 2005-10-30 21:20:52

resident

On the other hand, the possibility of coming back to a game that you loved playing one day that you finished and finding a whole new, themed dungeon that you didn't even know existed is PRICELESS.

I like optional content, personally. I like the feeling of knowing that the experience isn't entirely linear, and that I could have skipped entire parts of the game, never even realising they were there. It makes all the difference when you talk to someone else about the game and you both have different stories to tell.

Posted on 2005-10-31 03:20:08 (last edited on 2005-10-31 03:22:56)

Interference22

Optional content, yes. Optional content is good. But the whole idea behind an option is you're aware of it's existance.

The thing with dungeons available at a certain time is that you wouldn't even know they exist unless you discovered them by chance.

Taking Knights of the Old Rebulic (highly brilliant game, I recommend it to anyone and everyone. Even if you hate Star Wars. Trust me) as a prime example, there are plenty of things you have a choice in doing. The fun comes not in discovering you have a choice but in *making* the choice.

And a Time Machine game: I like it! Reminds me a little of Zelda: Ocarina of Time and Prince of Persia: Warrior Within. Oh, and of course the supremely brilliant Chronotrigger, lest we forget. The most exciting aspect of those, though, is seeing the consequences of your actions play out and then being given the chance to alter them. Making the game world reflect the player's personality like that makes for a deeply personal experience.

Posted on 2005-11-08 18:58:19

Omni

Wait a second. Are you anti-Animal Crossing, Interference?

Are you anti-Harvest Moon as well?

Phrase your reponse carefully...

Posted on 2005-11-13 11:29:55

resident

KotoR is OK. Baldurs Gate and Planescape Torment leave it standing though.

Heck even Icewind Dale is better than most of the games that Bioware is churning out these days. They're not bad, but they've lost something. It's like they've gone "sod the epic adventures, we make the same amount if we produce something smaller with less content".

But I digress. Super Sekrit stuff is teh pwn. I still remember the first easter egg I accidently discovered: The christmas stuff in Rise Of The Triad. Damn, that was cool :)

Posted on 2005-11-14 05:06:15

Darien

One way to get around the problem that people may never get to see a dungeon in game since it only happens at a certain time of the year is by putting hints in game as to when it might be open.

Posted on 2005-11-14 11:21:03

Interference22

Quote:
Originally posted by Omni

Wait a second. Are you anti-Animal Crossing, Interference?

Are you anti-Harvest Moon as well?

Phrase your reponse carefully...



Heed your own advice: Animal Crossing has a calendar to inform you of seasonal events, thus satisfying my requirement for the player to know about them. And I have AC and HM:AWL. HM got staggeringly dull after a while, though. I still play Animal Crossing, though I spend most of the time on it drawing shirt patterns.

And on another note, I am a *huge* Bioware fan and I must say that Icewind Dale is bloody awful compared to a great deal of their other work. After playing that, KotOR was a delightful return to form for them.

Icewind was just so utterly lifeless compared to Baldur's Gate: the lack of personality in the player's party took away a major part of what they're good at: KotOR's partymembers are enormously entertaining and a joy to play with.

Posted on 2005-11-14 18:16:00

Interference22

Quote:
Originally posted by Darien

One way to get around the problem that people may never get to see a dungeon in game since it only happens at a certain time of the year is by putting hints in game as to when it might be open.



Exactly! Hence Animal Crossing's calendar. Not too great an idea to make a dungeon unlockable over a major holiday, though. Christmas day might seem like a good idea on paper, but I guarantee I will be spending too much time getting copiously drunk with friends and relatives to bother checking if my videogames are doing something funky.

Posted on 2005-11-14 18:19:04

Omni

Well, of course, Harvest Moon has many time based events and days that the player must find on his own, and often the game will not tell you where or when they are; often by the time you discover it, unless you were using a strategy guide, it could be too late. So although it has an event calendar, it has many "non-planned" events it feels no need to tell the player about directly.

Posted on 2005-11-14 18:33:51

resident

Quote:
Originally posted by Interference22
And on another note, I am a *huge* Bioware fan and I must say that Icewind Dale is bloody awful compared to a great deal of their other work. After playing that, KotOR was a delightful return to form for them.

Icewind was just so utterly lifeless compared to Baldur's Gate: the lack of personality in the player's party took away a major part of what they're good at: KotOR's partymembers are enormously entertaining and a joy to play with.


Lifeless: Yeah, I guess I can see that. But it's a bloody useful combat primer. It teaches effective party combat a hell of a lot better than Baldurs Gate does, and most of the battles are a great deal of fun.

KotOR is strong on story, and the D&D 3rd edition system is a lot better than the 2nd edition stuff, but the actual game - the combat - is weak. They were like "my first NWN dungeons". If it wasn't Star Wars, it wouldn't amount to much at all. KotOR 2 even shoots itself in the foot on the story front, clearly being rushed out. Though KotOR 2 wasn't actually Bioware, I admit.

Haven't had a chance to try Jade Empire, thanks to it's Xbox only-ness. I'll doubtless get around to picking it up eventually though, if only to play on an emulator in about 2 hardware generations time ;) I think it's the only Bio-RPG I haven't played to death.

Posted on 2005-11-15 06:11:30 (last edited on 2005-11-15 06:12:35)

aen

I would love to see this done, personally. Not many games take advantage of the fact that you can swap out tilesets and effectively have everything remapped with more pretties. Does anybody know of any VERGE games that take advantage of this even slightly?

With script, you could make every X number of tiles themed, and then programatically sweep the map and decrease or increase every tile's index by the appropriate amount.

You could do it in some sort of timed, sweeping fashion across the current viewport too, and everything would magically transform before your very eyes. That'd be a fun blog topic...

Posted on 2005-11-15 11:36:20

mcgrue

Well.... if we ever get the multiple vsp per map deal in (hint, hint), it'd be trivial to make small sets that are meant to be interchanged in this way.

That'd be way cool, actually.

Posted on 2005-11-15 12:11:36

aen

It's too bad there's not a FileRename() command! You could do the old switcharoo with the filenames of the current tileset and another one, then just reload the map. Oh the shens.

Posted on 2005-11-16 16:50:06


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