In the interest of Nostalgia, what would make a multiplayer game 'Thiefish" to you? - by thiefinthedark
thiefinthedark on 12/5/2008 at 22:03
Heheheh. An update.
Announcement of who won was supposed to be the 7th of may, just got an email on friday saying that the judging was having troubles deciding WHO should win the scholarships.
Seems i'm up against some pretty darn stiff competition thar. :p
Anyways, i'll let you guys know whether i won/lost and how much pretty gold is now in my pouch as soon as I, myself, know. Which should hopefully be this week, barring the apocalypse! :sly:
thief0 on 13/5/2008 at 04:15
cool idea, I really hope you win the scholarship.
btw, when I clicked on the document link, all I get is:
"DarkLife
A Game of Steampunk Intrigue and Machinations
Design V.1.2
Concept:
Ryan MacDonald, Game Art & Design, 2008
Table of Contents:
Game High Concept 1
Target Market and Competition____________________________________________________2
Overview of game Setting 3
Example 1: Map of City 4
The Noble Houses 5
Crime & Punishment 6
The Bounty System 7
Example 2: Flow chart of Bounty Levels 8
Character System 9
"
I'm pretty sure that's not the entire design document. Could you please help me? I'd like to read the whole thing.
The Magpie on 13/5/2008 at 05:22
The whole thing still loads for me, which suggests you've got a local problem. Try emptying your browser cache, switch browsers entirely, or a quick reboot of your system.
--
L.
Fian on 15/5/2008 at 22:00
I know I am very late, but here are my thoughts.
Having 400 thiefs running around a city sounds like your biggest problem. You will either need an enormous world, or you need to find ways to reduce the number of actives thieves at one time.
I think the best way to reduce thieves is to produce different occupations. One obviously would be a thief. Another would be a guard. A third would be a merchant. Now, obviously everyone will want to be the thief. This is where death plays a part. When you die as a thief, you are resurrected as either a guard or merchant. You must achieve certain goals before you can become a thief again. As a guard, you must capture X number of thieves before you can become a thief again. As a merchant, you must either defend your treasure for X amount of time, or carry your treasure between point A and B successfully X number of times. The goal would be to make the other occupations interesting enough that some would choose them full time. Guards can gain rank and better weapons and thief capturing/identifying abilities (think flash bombs to reveal thieves). Merchants can set traps and puzzles to protect their loot (I am thinking of something like Dungeon Keeper). I think that by doing this you can solve 2 problems at once. One, you can keep down the number of thieves in the world at any given time, making them enough of a rarity that it is workable. Two, you have a significant penalty for death that players will try and avoid it at all costs.