The Back Story can help drive the development

Suggest and discuss new ideas for Dangerous Rays
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CAHAI
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The Back Story can help drive the development

Post by CAHAI » Sat Apr 19, 2014 1:44 pm

What would help is a back story to compliment the environment, the engine and the expectations.

If the idea is to stay along the lines of SOC it is easy to understand how a health system would compliment a post-apocalyptic world where mutants, scavengers, raiders and nomads roam the rural wasteland.

In fact, SOC provided an excellent premise to build from as it included much of the logic to springboard this project, which appears to be the idea.

Terrain, weather, and food (plants and canned goods) become as much an obstacle as much as feral dogs or mutant. Working as a team leads to bigger conquests and less damage to heal from.

So when we talk about weapons, it will be important to know if we will be constructing multi-barreled shotguns ala Borderlands or limited to the various riffles, hand guns and weapons that would be found and circulated from the bodies of the soldiers and in farm houses that held them in those failed battles.

From a developer approach it would be easier to implement the more common weapons and require the player to determine if they want or can justify carrying the specialized weapon with limited ammo availability over the more universal one that uses more common rounds (when you can find/buy/trade them).

Likewise, with the attention to detail that we see already in the video and the description of the health system there can be no doubt that carry weight will be a large part of this environment - so the idea of carrying an armory around is pretty doubtful and will probably be limited to the essentials anyway.

Guess, the idea of the post was simply to generate a discussion about how we the story line shapes the development in a realistic consistent manner. The best part of being involved in an Alpha is we get to share the ride of the developers dream and provide a much-needed sounding board to help them make a better quality program.



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Applejaxc
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Re: The Back Story can help drive the development

Post by Applejaxc » Tue Apr 22, 2014 2:02 am

I've been off-on writing a story about a bastard named Jackson Pride who's the "American face of a global cancer" that defects and sells military technology and secrets to several countries and, for the sake of business, uses his considerable financial influence (especially post-defection) to instigate worse and worse violence between countries until, finally, Russian sleeper agents in the United States take to the streets with caches of stashed AKs, which leads to street gangs and nutshells doing likewise, creating a problem so big in all the major cities that the National Guard can't contain it and under-trained/under-equipped military forces fill in the roll of all the soldiers overseas. This leads to worse and worse problems domestically and internationally. Finally, even with the country on global emergency status, "Brief case nukes" are detonated with leads to a short but disastrous skirmish. While the worlds 60K nukes weren't all fired, enough were to force the survivor (you) into the middle-of-nowhere open country of the respective country of residence (be it America, Russia, Canada, Finland, or wherever you want your story to take place).

The mods that I'm making for the game are all based on that rough storyline.

When you mentioned Borderlands I (understandably) flinched. I'd like a major emphasis on realism.

CAHAI
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Re: The Back Story can help drive the development

Post by CAHAI » Wed Apr 23, 2014 10:58 pm

agreed - SOC provided an excellent structure/environment to build/improve upon - the Borderland comment was simply a comment to strike down the idea of a guntastic fps

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