Searching corpses

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Searching corpses

Hi I'm new to the forum but i had an idea to expand off of the discussion in this thread:http://bluebottlegames.com/main/node/63 When a creature dies on a tile instead of just dropping its items onto the ground it should become an extra item to loot like when you're picking one of your 'buildings' to be scavenging from and then the contents of the persons body should end up on the ground. this also adds to the realism of having to search through the pockets and containers of the victim (using up one of your movement points) and those with the medic skill should be able to identify the cause of death.Another possible idea for these found corpses would be the chance to find a body that is mortally wounded to the point that they cannot move and cannot attack but they aren't dead and you can't loot them. You should get the choice to either finish him off and loot him or use your medical supplies and/or knowledge to attempt reviving him. Once revived, you can have the encounter with him where there is a random chance that he will either be   A)Thankful   -If the revived looter/raider/bandit is thankful you should be able to:

1)ask for some of their supplies in return for the help (not as rewarding as looting him but the supplies can be one of many benefits you can gain from him)

2)Trade knowledge with him (another chance to swap traits but you can only take what traits he offers and you have to give him one of yours to fill up the trait slot or take on a disadvantage to make room-some creative advantages would be needed to be added to make it plausible for him to teach you or make it so he offers traits that have a positive and a negative affect i.e. Meditation:Resting heals wounds quicker but you lose awareness of your surroundings and become fatigued quicker from mental strain-)3)possibility of having him as a companion (would need a big overhaul to implement companions most likely), having him as a companion would make him dependent on your supplies to keep him alive but you would essentially get to scavenge twice for one movement point because both of you are looking, he will help you in fights, and he can carry some of your supplies4)ask him for knowledge of locations in the area i.e. he can tell you where a locked storage shed is, where good loot is and maybe discover some tiles for you on the map.

  B)Backstabbing  -If he decides to take advantage of your hospitality he will do one of the following:

1)as soon as you revive him he will begin attacking you without giving you the chance to open your item menu and pull out a gun in an attempt to kill you2)sneak away as soon as possible so you cannot encounter him and your medical supplies were wasted for nothing in return3)Hold you at the point of his weapon and demand supplies from you, this will begin an encounter where you can use your skills to reason with him, submit to him, or overcome him. If he survives the encounter he will run away from you as fast as he can whether or not he got supplies from you(you could injure him with your knowledge of melee weapons and use your tracking skill to chase him down after the encounter

First paragraph was what i really came here to post but then the wall of text entered my mind >.>, also with the camps update there could be an increased rate of finding corpses in old camps! And thats just what was on my mind thank you for reading :)

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jeez how come none of my indents and stuff showed up? 0.o sorry for the mess it looks like now

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Searching corpses seems like a fine idea.  It could add more depth to the game than just finding what you need on the ground. Would you feel different if you pulled that sweet new backpack out of a random shack or if you jerked a skeleton's arms out of it first? How about pulling the backpack off of the corpse of a newly dead teenager who was bludgeoned into oblivion by a raider while trying to scrounge a life in the house of her deceased parents?  "As you pull the backpack from the body, the remains of her face and skull cavity slip wetly across your boot.  The maggots concealed inside writhe uselessly in the muck on the floorboards." Maybe that last example is a little extreme, but this world is bleak and hopeless.  If the developer wants it to be that way, then maybe some gruesome acts of survival should be included.After that terrible aside, I want to say that searching a body should not cost a movement point any more than searching the ground around you.  Searching a derelict apartment building or travelling on foot outside of a city = 1 movement point.  Searching a corpse where you are currently standing should not cost the same.All the dialogue with the revived scavenger is cool, it could be implemented similar to the first encounter.  I think the developer said that he wanted to add more of these scenarios, and I think that would be a great idea.  Having a follower is not so great in my opinion.  This is a solitary game and I think that is a plus.As far as formatting your posts?  Hit preview before you post.  On this forum you need to hit enter twice between paragraphs/indents to get the readability you want.

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Thank you for the advice on formatting and criticism on the suggestion. I see your point on the movement point i guess those are more valuable than i had really thought about as far as how much time and effort is put into one movement point. But as far as companions i believe that some players will still value the npc interaction but i see how some will prefer it solitary. So perhaps make that optional? You can only suggest companionship to the NPC if you have a trait named diplomacy or negotiator. This trait should also increase your chances of a positive outcome with the NPC.

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Searching corpses definitely fits the theme of the game. And I really like the idea of learning what caused the death of a creature you stumble across. There's even a feature up for voting to do something similar for other players, kinda like Oregon Trail and Nethack did back in the day. I think seeing what caused other creatures/players to die adds both setting flavor and a little bit of a tutorial (e.g. this creature died of dehydration: I'd better stock up on water!)So yeah, creature corpses are on my list. They're pretty easy to hook up in the game code, it would just take some time to draw the corpse art. There is one design issue that pops up, though: can players eat the corpses? It's a tricky question, but it will definitely come up (it sort of has already). For a player that's starving to death in an uncivilized world, when they come across a dogman corpse (or create one via combat), can they carve it up the same way they do a squirrel? What about a raider, or other person?That's a tricky question, and I suppose I'll have to make a call on it someday. It adds realism to the game, and even another tool for survival. However, it could really offend some, or upset parents who's kids are playing NEO Scavenger. As I point out in the thread about adding drugs (http://bluebottlegames.com/main/node/167), I don't want to make NEO Scavenger into a Disney-approved game for kids, but I also don't want to shut out younger players unnecessarily. I enjoyed games like this when I was young, and I'd be bummed if my parents forbade me from playing it (or worse, sued the developer out of existence) just because the game featured some mature content.There's got to be an appropriate way to handle it, and once I figure it out, I'll do so. Still looking for ideas, though :)Oh, and as for the encounter with a wounded scavenger, that fits the bill too. I've made a note in my list about it. I'm not sure I'm ready to introduce followers yet, as that's a system with a lot of complexity. I should probably address some of the more pressing issues (like the frustrating combat system) first. But when I get around to adding more encounters to the game, finding a wounded person/creature sounds like an interesting example. Thanks!

Dan Fedor - Founder, Blue Bottle Games

Given the current code, would it be possible to have a filter toggle to take the game from teen to mature to adult? Buy moving the toggle to a higher setting, different items/scenarios/consumables/etc. become available only in that mode. Maybe not an active in game toggle as you would lose some items if you went from a higher maturity mode to a lower.

Maybe something you select in your character creation. When you hover over one of the levels of maturity, it tells you what can be expected. This way, you could have Teen: smoking, violence, strong language, Mature: Teen + alcohol, sexual themes, and Adult: Mature + cannibalism, drugs/narcotics, depravity (like skinning a dead human to make a humam leather sack, if you impliment the follower system you could enslave a looter/raider). That way, Teen is default and increasing the level of maturity at character creation would allow you to not be able to revert to a lower level, but allow you to increase the maturity level if you find one level not enjoyable/immersive/nasty as you'd like. You would just have to make sure at character creation when you increase the level of maturity that you get a pop-up confirming the maturity increase as well as a reminder that it cannot be lowered once the game has begun. A pop-up should be very similar if you're trying to increase maturity levels after starting a character/in-game.

I would hope that a post apocalyptic hard-scrabble survival game would be geared towards adults at the outset. This game is released online, free of the boondoggles of ratings agencies and other moral authorities.

If kids want to play this game that's fine. If a young person isn't mature enough to handle a bit of blood'n'guts, drugs, etc in their gaming then I find it highly unlikely they would play this game in the first place.

Personally I would feel diminished if I wasn't allowed to play Wolfenstein, Doom, and Fallout. I was intellectually mature enough to handle these games without ill effects (other than a lifelong game addiction, but I can thank Nintendo for that). If kids are interested in a more cerebral game like NEO Scavenger, they shouldn't be fended off by an online nanny.

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I very much agree with you, but he was looking for a means to present this game to a broader audience while still having more adult themes. The maturity level filtering scripts/data seemed like a good idea. Lots of games also have a difficulty slider that I wouldn't mind having. I understand that this is supposed to be a gritty hard survival game that does have a high replayability, I wouldn't mind if I could tone down some of roof collapses or the crazy damage that I seem to take even with the Tough trait. I know some people would be opposed to such an idea, but lots of people dislike dying constantly and could potentially turn off some players.

Count me among those opposed to the idea, but your premise is fine, I thought you were suggesting something different. Fair enough.

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I think that opening up the possibility of finding corpses to loot is an alright idea and I would truly enjoy it. Finding old dead bodies from long ago to root through their brittle and decayed clothing to find some trinket that told something of their past life or possibly as to what lead the world as to what it is now. Especially if that dead corpse was some other individual out and about and had the unfortunate case of cholera and died right after finding a great backpack full of goodies in some random shed.

But. Along the lines of eating the dead. I want the ability to skin and eat the dogmen. The furry shaggy pelt looks like it'd make a good over coat or shoes or gloves or pants or the such. And I'm sure that would be a rather hefty number of meals out of that meat. Smoking and curing it into jerky and the what have you. But, I'm a bit tired of cannibalism being available in games. Yeah, in a destroyed and burned out world if I was alive and nothing else to eat I'd eat a human body if there was nothing left. But out in the woods/forest where I can find berries, squirrel, and things like that. I'm fine in this game. If skunks, porcupine, birds of several types, or other small game animals would be added in it'd make finding food alright.

To have a dogman corpse to skin, search, and prep for food would be a great idea and in my opinion be no more then hunting big game then cannibalism.

You make a good point. Cannibalism does get thrown around a bit casually these days. In the world of NEO Scavenger, it'd definitely be more of a lifestyle choice than a matter of survival. Eating humans isn't necessary to survive with all that other stuff out there.

At the moment, I think my inclination is to make cannibalism exist, but as something that happens "out there." Like "you wouldn't believe what those savages out west do" or "stay away from the old distribution warehouse. Folks gone missing there..." It's suggested, but not in-your-face explicit. There's actually one encounter planned with a group which has suspicious human trafficking activity.

Dogmen, on the other hand, I see being skinned and/or eaten without much fuss. Whatever they actually are, people are likely to view them as the predators they seem to be, and will hunt/kill them the way prehistoric man would've a tiger or bear. And yes, a dogman cloak seems like a highly prized item in the world of NEO Scavenger. Does it count as cannibalism? Perhaps, and maybe that's a plot hook to explore someday.

Dan Fedor - Founder, Blue Bottle Games