Author Topic: Legalized items/exp farming  (Read 34788 times)

Gr3yling

  • Rogueliker
  • ***
  • Posts: 168
  • Karma: +0/-0
    • View Profile
    • Email
Re: Legalized items/exp farming
« Reply #60 on: November 14, 2013, 11:01:54 PM »
Making the game is about much more than just programming, we have several very valuable contributors that know little to nothing about programming, and several more who have learned how to program in the past year *from* contributing to DDA.

I think one of the most valuable things I've done in the project is bend over backwards to help new contributors get started.  At this point we have something like a dozen developers on IRC that will BURY you in help if you show up and ask ;)

Well, if that's true, I'll definitely look into it.  Thank you.

joeclark77

  • Rogueliker
  • ***
  • Posts: 90
  • Karma: +0/-0
    • View Profile
Re: Legalized items/exp farming
« Reply #61 on: November 17, 2013, 12:02:28 AM »
Here's an idea: instead of "grinding", why not make your tedious chores involve (almost literally) "farming"?  For example, make the player do something to start a process -- plant a seed, prune a fruit tree, sneak a dragon egg into the giant eagle's nest so she'll sit on it, etc -- and then require that a certain amount of time pass before the benefit is ready to be picked up.  This could be a specified number of game turns, or even real-world elapsed time.  Instead of grinding with repetitive actions, the player has to plan ahead and think about multitasking -- what can he do while waiting for the prize.  You still accomplish your design goal, though, which I think I understand to be that you want the player to be able to guarantee a certain quantity of treasure is produced.

Gr3yling

  • Rogueliker
  • ***
  • Posts: 168
  • Karma: +0/-0
    • View Profile
    • Email
Re: Legalized items/exp farming
« Reply #62 on: November 17, 2013, 12:51:05 AM »
Here's an idea: instead of "grinding", why not make your tedious chores involve (almost literally) "farming"?  For example, make the player do something to start a process -- plant a seed, prune a fruit tree, sneak a dragon egg into the giant eagle's nest so she'll sit on it, etc -- and then require that a certain amount of time pass before the benefit is ready to be picked up.  This could be a specified number of game turns, or even real-world elapsed time.  Instead of grinding with repetitive actions, the player has to plan ahead and think about multitasking -- what can he do while waiting for the prize.  You still accomplish your design goal, though, which I think I understand to be that you want the player to be able to guarantee a certain quantity of treasure is produced.

I like that idea a lot.  Would you want to do something similar to X-COM where the PC has a "base" area where they can assign workers to projects or build add-ons to the base that will unlock new features?

Is that how dwarf fortress works?  I've never played it.

Kevin Granade

  • Rogueliker
  • ***
  • Posts: 83
  • Karma: +0/-0
    • View Profile
Re: Legalized items/exp farming
« Reply #63 on: November 21, 2013, 07:38:14 PM »
We're looking at adding features that utilize figurative and literal farming, so there's that.
For example fermentation-based foods, you need to kick off the process, but it needs to continue outside your control or presence.