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Digital Estate Planning: The Game
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Review of weapons & materials #1475

Closed edisonout closed 11 years ago

edisonout commented 11 years ago

I've been going through the episode and seeing what's missing in the game and there are quite a few differences with weapons and materials.

I think we should make a final decision about which weapons and materials should be in the game so we can cross it off as something completed rather than keep coming back to it and tweaking.

Weapons

I suggest we remove the additional weapons we have & try to incorporate the remaining ones from the episode.

I also think all the weapons' inventory sprites need to be looked at. Quite a few of them are grey smudges and would benefit either from a recolouring or a darker outline.

Weapons found in blacksmith's shop

Weapon In Game
Axe Yes (as Battleaxe)
Banana No
Banana skin No
Bomb No
Bow Yes
Green fire No
Mace Yes
Mallet Yes
Nunchucks No
Red bomb No
Switch blade No
Sword Yes

Weapons on blacksmith's wall (in additon to ones found in shop)

Weapon In Game
Dagger No
Hatchet No
Scythe Only as sprite on wall
Torch Yes

Weapons which can be crafted

Weapon Recipe In Game
Club Stick + Stick Yes
Throwing knives Rock + Stick Yes

Other weapons seen in episode

Weapon Location In game
Arrows - individual Seabluff Yes
Arrows - multiple Seabluff Yes
Lightning Gilbert - in town & seabluff Yes
Purple bomb Turkey boss No

Additional weapons we have in game

Bone club, icicle, longsword, sword_2, sword_3

Materials

With materials, I'm less worried about staying true to the episode since they were only seen for a split second in Gilbert's inventory and most of them were references to other games rather than useful items.

However, we still have materials which cannot be used to craft anything, making them worthless.

I think we need to come up with a definitive list of all the materials to be used in the game and what they craft, rather than adding any additional ones when we feel like it. People are getting confused when we alter the recipes.

Like the weapons, some materials need darker outlines so they stand out in inventory.

Materials Crafts
blade nil
bone boneclub, icicle
boulder nil
crystal icicle
ember fire
fire torch
leaf fire, arrow
lost dvd nil
rock throwing knife, stone
stick throwing knife, torch, throwing axe, club, arrow
stone throwing axe, boulder

EDIT: Additional thought - are there actually enough coins in the game to purchase all the weapons without betting vast sums of money in the poker game?

CalebJohn commented 11 years ago

I think this is great and those inventory images definitely need to be upgraded, but I don't think we should remove any weapons just because they weren't seen in the episode,

As for the materials we either need to redo some recipes or make the crafting system more robust

edisonout commented 11 years ago

My reasoning for removing unseen weapons was less to do with the fact they weren't in the episode and more to do with redundancy. Do we need four swords? Especially when there are plenty of other weapons which are (in highly non-technical terms) sharp things on sticks with the same up & down type of animation. It could just be me, but if the only difference between these types of weapon is the damage they inflict, at least have a different looking sprite.

reddfawks commented 11 years ago

Actually, I think the "full" banana seen in the blacksmith's shop may actually be a boomerang, since Gilbert uses one later in the game. I'll have to re-watch to double check.

Also, maybe take away the Lost DVD as a material item and maybe instead have picking it up trigger some sort of achievement - or maybe switch it as a "key" to say, open the Dreamatorium when it's available?

Speaking of switch, I say we need to change the name of the club to it being a "switch" instead? When I hear "club" I think more like a caveman-style club...

NimbusBP1729 commented 11 years ago

@reddfawks the banana isn't in the blacksmith's shop

it's in the lab.

Also Sakari Singh mentioned what each of the things in the jars were:

[Source]

MaddieM4 commented 11 years ago

I personally am not worried about redundancy between existing weapons and ones that were in the episode. No, we shouldn't spend any time on MORE of them, but if they're similar enough to be redundant, they're similar enough to be the same code with different sprites (and possibly different variables, like damage). From a code point of view, reuse is fine. From a sprite point of view, we already have them and it's pointless to throw them away.

I say let 'em stay, but draw the line at the ones we already have. At least until we catch up to episode parity, anyways.

On Tue, May 21, 2013 at 4:47 PM, NimbusBP1729 notifications@github.comwrote:

@reddfawks https://github.com/reddfawks the banana isn't in the blacksmith's shop

it's in the lab.

Also sakari singh mentioned what each of the things in the jars were:

  • Donkey Kong banana
  • Tails
  • Sonic
  • Diglett

[Sourcehttp://sakarisingh.deviantart.com/art/Community-Alchemist-Lab-302988612 ]

— Reply to this email directly or view it on GitHubhttps://github.com/hawkthorne/hawkthorne-journey/issues/1475#issuecomment-18249022 .

didory123 commented 11 years ago

@edisonout I don't understand why we're throwing things out. I understand not making any more, but throwing them out sounds kind of pointless. Just because we're trying to keep up with the episode doesn't mean we need to chuck the work we've already done.

edisonout commented 11 years ago

Seems like the additional weapons are staying. I don't really mind having them in and you guys seem keen to keep them. It also seems that sword_2 and sword_3 only exist as images anyway, so we're down to 2 swords which isn't excessive at all.

New question for everyone: in what situations are we going to need multiple of the same weapon? For example, blacksmith currently stocks 6 clubs. Can we lose weapons? Or break them?

To answer my own question, I've just played through the hawkthorne side of the game (i.e. everything except the locked parts of Greendale), killed absolutely everything, including fish & bats, and collected a total of 671 coins and 145 coins by the time I reached town.

@didory123 I'm going to quote you on that whenever you suggest axing costumes :smile:

Also, because I've just discovered the github emoji cheatsheet: :cake: :cake: :horse: :shoe: Pretend that's a unicorn. Also why would you ever need one for "european post office"?!

NimbusBP1729 commented 11 years ago

New question for everyone: in what situations are we going to need multiple of the same weapon? For example, blacksmith currently stocks 6 clubs. Can we lose weapons? Or break them?

Breaking a weapon seems dumb. It's been suggested before and seems silly. If anything it seems like it should eb an option where sacrificing a weapon(or another item) should be an option in the game. This was done in Perfect Dark and probably other games.

I'm going to quote you on that whenever you suggest axing costumes

Costumes shouldn't "axed" per se. They should just have purpose in terms of gameplay IMO.

reddfawks commented 11 years ago

If we really want to go Nintendo Hard, as well as having a reason to buy or craft weapons again, I say we hearken back to one of the most crap-disturber enemies of the oldschool Kid Icarus.

No, I'm not talking about Eggplant Wizard or Reaper, though having some kind of enemies like them in the future would be neat, but of the Pluton. He was a fast enemy that, if he landed an attack on you, could steal one of your weapons. If you didn't kill him before he took off (And he usually took of really fast, and had a ton of HP), you lost that weapon for good. I think it's a good way to keep players on their toes! (And I'll probably go to the deepest circle of Hell if I mention where this enemy would fit in, buuuuuut...Y'know the stereotypes)

MaddieM4 commented 11 years ago

+1 redfawks On May 22, 2013 4:26 PM, "Reddfawks" notifications@github.com wrote:

If we really want to go Nintendo Hard, as well as having a reason to buy or craft weapons again, I say we hearken back to one of the most crap-disturber enemies of the oldschool Kid Icarus.

No, I'm not talking about Eggplant Wizard or Reaper, though having some kind of enemies like them in the future would be neat, but of the Pluton. He was a fast enemy that, if he landed an attack on you, could steal one of your weapons. If you didn't kill him before he took off (And he usually took of really fast, and had a ton of HP), you lost that weapon for good. I think it's a good way to keep players on their toes! (And I'll probably go to the deepest circle of Hell if I mention where this enemy would fit in, buuuuuut...Y'know the stereotypes)

— Reply to this email directly or view it on GitHubhttps://github.com/hawkthorne/hawkthorne-journey/issues/1475#issuecomment-18305475 .

didory123 commented 11 years ago

@edisonout Hahaha damn it, now I can't ever talk about axing costumes anymore...what's a guy to do without his ammo