gynoneko wrote:
I think this should be a complete sci-fi world, with cyborgs, robots, humans, gynoids/androids, futuristic transportation (teleporting?), etc.
We need to establish where the user starts, what their purpose is, and give them some small goals to start.
Sure. I'd say, start with a small simulation and make it larger and larger.
Is it possible to have each "race" start in a different location?
There are no implicit rules for this. Inform7 is an authoring system which gives you a language to define it yourself. It implements the parser and some common concepts, like "things", containers, supporters, NPCs, time, scenes etc etc. And there are various extensions for a lot of purposes, so we don't have to code the game logic all by ourselves.
As for the races, as I suggested before, humans, cyborgs, androids/gynoids, and anything else sci-fi you can come up with (aliens?).
I think each race should have a bonus, something that balances each one out. Like the ability to change body parts, or get into certain places, or have different physical attributes (like strength and intelligence, etc), or something like that.
Then we're back at a stats-based game. I don't like the idea too much. When I play an old-school RPG, the party gets new equipment once in a while. But nearly all the times, it's just a new name and some points here or there. That's not too interesting to me.
So basically, I'm favouring to have stats only for things that are a number in real-life, too. E.g. bullet supplies or battery power. For all other properties, all the equipment should be unique in a certain way. Just like it is in a classical adventure. I don't know yet if this mixture gives a reasonable gameplay, but at least I want to try.
I have lots of ideas for story lines, and we should have lots of side stories, and also lots of content and room for users to create their own stories and the like.
Just boast them out here. ^.^;
I would also love for adult actions and situations to be throughout the game.
Not sure if we should allow users to do with with each other, but I suppose there is nothing wrong with it as long as we are responsible in the way we execute those commands (like each has to be willing and accept the actions done to them).
The biggest problem with this is it shouldn't repeat itself. Even sex gets boring if it's the same all the way. If there are a lot of possible couples (or more), it's not feasible to code all the scenes by hand. So the AI controlling the NPC has to decide which way it likes to go. So all characters in the game should be unique in a way, even the assembly-line-born.
I also like the idea of buying your own robot for personal use, sort of a personal npc you can interact with, upgrade parts of, and bring with you places.
The idea of having a player party instead of a single player character is most intriguing. As this is a common concept in RPGs, only a very few adventures implement it. I'd really like to have a fusion of both worlds here.
Maybe you can upgrade how smart it is, which allows you to give it commands, or preset commands so it will act on its own how you programmed it to. You could even include personality options if you want.
Yes. When it comes to cleverness, it becomes clear that stats are no good. The cleverness of the PC should be the cleverness of the player. The cleverness of the NPCs should be decided by how they act.
dark