DOGS


Vinceofpyrenees

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Just now, Vinceofpyrenees said:

It's impressive the things that could exists with actually existing machanics 

I tend to "recycle" my ideas quite a lot and apply this to other stuff like the Wishlist-Forums as well, it works quite nicely. Thing is, Hinterland has limited resources, so formulating stuff in a matter that uses existing stuff makes it easier for them to implement it if they want to.

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How many degres you think that could be generate by the dogs while sleeping with him ? +2° ? for the character and dog ?

And do you think do can smell lamp oil as you suggest even if its in a close flask ?

 

What could be the effects of a disobedience for orders ? I think :

For orders, disobedience could be traduced by the simple way the dog will not obey. And, after 2 ou 3 trials to give him the order, this order should not working for a couple of hours for example.

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I've updated my post with your ideas Wastelander

 

3) INTEGRATING FORUMER’S IDEAS INTO 1)

 

The dog is in the way of Hinterland vision we find in the story mod trailer : "Don't let this new world break you...". The dog is a perfect way to make choices concerning the humanity character.

We’ll try to describe a bit the dog, that it will help DEVS too identify our vision.

We’ve tried to integrate gameplay and abilities of dogs by focusing on already existing mechanics, which Hinterland are the creators.This, in a plan of possibe feasability.

 

 I/ DOGS - ESSENTIAL ASPECTS

1. PRESENCE

Dog is like a NPC. He's physically there, visible for us. He lets fingerprints too, etc...

He has a specific speed of walk and run.

 

2. CONDITION

Like us, he has conditionfatiquestamina for run/etc... (a lot) hunger and thirsty (or regrouped in the same ?), cold (great resistance like he would has wolf coat and deer boots, etc...). He can be injured and cared (treated like the character).

 

3. ANIMATIONS and INTERACTIONS

-  Basic's Animations, like a wolf he walks, runs, stops and sits.

- "Stop Pose" : he can stop in a specific attitude to signal wildlife/NPC in his détection's zone, following animals prints animation too.

- To Bark : when he see a danger (wolf/bear), according to the danger/proximity degre, in the limit of his détection's zone too.

- Sleep/rest : dog has to recover fatigue and condition. This is automatic while character’s sleep time?

- To Follows : follow us automatically (just in front of us to be able to see him)

- Hunt: ability to follow the floow and "smell" with/without presence of drops of blood for example. Reinforced by skill « Hunt ».

- Finding stuff: the dog could sniff out things that have a relatively strong smell. Ex : lamp oil ? Especially meat (raw or cooked).

- Fights : like us in a struggle gameplay. He can attack the wildlife/NPC under order, or attack without order when we are attacked, in any case if ''ennemy" in in the detection zone. In this second case, the first struggle happens with "dog VS wolf" or "us VS wolf", and the second struggle with the second couple. The best way if our link is very strong is that he can fight first. Reinforced by skill Fight.

- Passive defense: A dog could mark it's territory, giving a chance repel predators. In an automatic mechanic, dog could works like the actually hidden mechanics of the wolf coat : repel in some mesure (10 % repel wolves in some area ?)

- "Play/take care/educate". The time would be accelerated too. Two things to understand. First there's a % of succeed the educating session and if it's works that will increase the skill "Link" (see below). Secondly, this interaction not increase the dog's specific skills. It's also a good thing when to avoid boring too.

Feed the dog. He can feed himself with living or died wildlife. He could dropped meat (according his obedience), but we can give food to him (>> increase link). He aslo can steal food (determined by obedience) if he's totally hungry especially but not only.

Climbing ? : choose to let him down and he 'll find the "long way" to join us or bring him attached to us and raise him (hard). The question is what would you do in reality ?

- Orders, given by a second nested "radial menu". Orders are submit to his obedience for the character. Obedience is greatly determined by the value of the Link skill (see below) that give chances (%) to obey. Obedience is also influenced by two things. The "nature of the asked action" (risked, easy) and the eventually dog's skill for this action. Orders have a proper difficulty (% successful) :

*Stay. There's a zone/area that decides when he automatically joins back for outdoors spaces. And for indoors spaces, he can stay there. Stay has the limits of his non order reactions, happens when starving for example. Easy.

*Attack, NPCs and wildlife.. A high obedience (% influenced by link) helps. Automatically attck herbivorous wildlife if he's really starving ? Difficult

*Shut, asked to anticipate an encountering with NPCs/wildlife. Easy

*Bark ? (or by default interaction, automatically, see above), to affraid, that could affraid NPCs too (if NPC interactions are in that kind of gameplay of course). Easy

*Follow fingerprints to find wildlife. If he's totally starving he can follow automatically herbivorous. High difficulty.

*"You can rest/sleep now" ? sleep also under character’s order too (that allows him to recover during we cook for example). Easy.

*Guard ?(to signal/bark wildlife during outdoors rest/sleep times). It could be automatic too while he's sleeping, and he can wake up at danger presence (high proximity in his detection zone. according too this actual zone where wildlife attack or a little larger zone).

- Disobedience: The dogs could steal the outside stored food at least and eat it (for better realism, sometimes, dogs just do random stuff like raiding your pantry. Imagine coming home after a short loot-trip and finding your precious food-storage all messed up and your dog staring at you, acting innocent). For orders described above, disobedience could be traduced by the simple way the dog will not obey. And, after 2 ou 3 trials to give him the order, this order should not working for a couple of hours for example.

- First aid: as fights and lossing condition suggest it, a first aid mechanic has to be created. And, maybe, as the character is no veterinarian as we know, first aid on dog could be more difficult than on the player.


 

4. CHARACTER'S SKILLS and DOG'S SKILLS

TAMING (character's skill). Of course, there have to be a skill for taming a dog. First, we have to tame when encountering the dog (who are pretty rare in the world). There's a basic % (like 30%) to succeed taming the dog, according to level of the skill (level 1). Give food radically increase chances (+30% ? There are knowledge books for increase taming skill. Then taming worked, dog is with us. Now, it unlocks the skill "Link", and give a basic value : 10/100 for example.

LINK (character's skill) : it's not a skill like the others. It's reflects the link with a specific dog only. I mean skill will down to zero if the dog dies, but can start again with another. It reflects the link we have with him. It's not express by levels but by only value/100. No books for increase it. This link is determining two distinctives things : obedience (for orders), and non ordered reactions like defend character (% to happens). So it unlocks what he could do for us (actions like hunt, fight, etc...) or the chance of the action success. The link is naturally increased by the time (like +5  for 10 days together). Keep in mind if it falls down to zero, dog leaves us automatically. (Maybe Link skill could benefit has the same gameplay that Hinterland team developps for NPCs ?)

So, a good link can make the dog :

- high chances to defend us automaticcly on his decision.

- high obedience, that is high more % to dog obey to orders.

*Actions that increase this LINK (values for example)

- play/take care/educate. >> +1 or 2

- give food/water >> +1 or 2.

Sleep with him : dogs benefits from the bed/bedroll temperature and character benefits the dog’s warm (like +2°?). So, while sleeping, the dog function like a fire with a warm area (in the tight case to him). Select these option while choosing character's sleep duration. >> +1

- every intense common actions (us with dog) : fight >> 8 or 10, successful hunt >> +5

*Actions that decrease this Link (values for example)

- struggle against him by ourself decision ? >> -20 !

- X consecutives days without an action which increase link >> cancel naturally increase.

HUNT /DETECTING ZONE (dogs' skill) : value of detection zone, ability value to detect wildlife and to follow track under order, even if drops of blood are already deleted, in limit of detection zone. Also his ability too attack (like wolves), under order or not, determined by link (so obedience).

FIGHT (dog's skill) : ability to win struggles. Stuggles happens under order (obedience) or not, determined by value of link.

SWIMMING ? (as the character for the future with moving waters ?). Independent to link skill.

*Actions that increase the specifics dog's skills :values for example

- for hunts, succeed hunt with him or by him >> increase detecting zone (%)

- for fights, a common fight (attacking wildlife/NPC) >> increase fight skill (%)


 

 II DOGS - OTHERS ASPECTS (OPTIONNAL MECHANICS)

In this part we treat of secondary mechanics for dogs :

- Wellbeing: Cute dog is cute. As we understand reading the Alpha Sandbow roadmap, there will be a wellbeing mechanic. Dogs coul be part of this.

- Death: In the same vision as the wellbeing, the impact a dog's death has on the player should be tied to how long the player had said dog. Also, eating the meat of such a dog should come with a hefty wellbeing-penalty.

- Cabin fever: Dogs should be even more suspectible to cabin fever, or at least as the character.

- Parasites: Dogs should have a lowered chance of getting parasites. Maybe make the effects worse on them to balance it or as the character.

- Forbidden food: watch out what you feed him: if you want to push the realism, chocolate is deadly for dogs….

 

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3 hours ago, Vinceofpyrenees said:

How many degres you think that could be generate by the dogs while sleeping with him ? +2° ? for the character and dog ?

 

What I'm thinking about is adding an option to "sleep with dog" (in a worksafe way) to beds and bedrolls. At this distance, the dog would add a lot of warmth, maybe 5-10°c.

3 hours ago, Vinceofpyrenees said:

And do you think do can smell lamp oil as you suggest even if its in a close flask ?

 

None of the lamp oil bottles or jerry cans in the game seem to be unopened, so yes, a dog should be able to find them. Their noses are insanely good. In Germany, dogs are used to sniff out if cellphones were used in prisons. I don't even know how that works, but it does :D

3 hours ago, Vinceofpyrenees said:

What could be the effects of a disobedience for orders ? I think :

 

Basically, the dog does something else entirely, dictated by it's needs - it's hungry and disobeys your orders to sniff something out? It goes eating/hunting instead. 

1 hour ago, Vinceofpyrenees said:

I've updated my post with your ideas Wastelander

 

3) INTEGRATING FORUMER’S IDEAS INTO 1)

 

The dog is in the way of Hinterland vision we find in the story mod trailer : "Don't let this new world break you...". The dog is a perfect way to make choices concerning the humanity character.

We’ll try to describe a bit the dog, that it will help DEVS too identify our vision.

We’ve tried to integrate gameplay and abilities of dogs by focusing on already existing mechanics, which Hinterland are the creators.This, in a plan of possibe feasability.

 

 I/ DOGS - ESSENTIAL ASPECTS

1. PRESENCE

Dog is like a NPC. He's physically there, visible for us. He lets fingerprints too, etc...

He has a specific speed of walk and run.

 

2. CONDITION

Like us, he has conditionfatiquestamina for run/etc... (a lot) hunger and thirsty (or regrouped in the same ?), cold (great resistance like he would has wolf coat and deer boots, etc...). He can be injured and cared (treated like the character).

 

3. ANIMATIONS and INTERACTIONS

-  Basic's Animations, like a wolf he walks, runs, stops and sits.

- "Stop Pose" : he can stop in a specific attitude to signal wildlife/NPC in his détection's zone, following animals prints animation too.

- To Bark : when he see a danger (wolf/bear), according to the danger/proximity degre, in the limit of his détection's zone too.

- Sleep/rest : dog has to recover fatigue and condition. This is automatic while character’s sleep time?

- To Follows : follow us automatically (just in front of us to be able to see him)

- Hunt: ability to follow the floow and "smell" with/without presence of drops of blood for example. Reinforced by skill « Hunt ».

- Finding stuff: the dog could sniff out things that have a relatively strong smell. Ex : lamp oil ? Especially meat (raw or cooked).

- Fights : like us in a struggle gameplay. He can attack the wildlife/NPC under order, or attack without order when we are attacked, in any case if ''ennemy" in in the detection zone. In this second case, the first struggle happens with "dog VS wolf" or "us VS wolf", and the second struggle with the second couple. The best way if our link is very strong is that he can fight first. Reinforced by skill Fight.

- Passive defense: A dog could mark it's territory, giving a chance repel predators. In an automatic mechanic, dog could works like the actually hidden mechanics of the wolf coat : repel in some mesure (10 % repel wolves in some area ?)

- "Play/take care/educate". The time would be accelerated too. Two things to understand. First there's a % of succeed the educating session and if it's works that will increase the skill "Link" (see below). Secondly, this interaction not increase the dog's specific skills. It's also a good thing when to avoid boring too.

Feed the dog. He can feed himself with living or died wildlife. He could dropped meat (according his obedience), but we can give food to him (>> increase link). He aslo can steal food (determined by obedience) if he's totally hungry especially but not only.

Climbing ? : choose to let him down and he 'll find the "long way" to join us or bring him attached to us and raise him (hard). The question is what would you do in reality ?

- Orders, given by a second nested "radial menu". Orders are submit to his obedience for the character. Obedience is greatly determined by the value of the Link skill (see below) that give chances (%) to obey. Obedience is also influenced by two things. The "nature of the asked action" (risked, easy) and the eventually dog's skill for this action. Orders have a proper difficulty (% successful) :

*Stay. It have to be a zone that decide when he automatically joins back for outdoors spaces. And for indoors spaces, he can stay there. Stay has the limits of his non order reactions, happens when starving for example. Easy.

*Attack, NPCs and wildlife.. A high obedience (% influenced by link) helps. Automatically attck herbivorous wildlife if he's really starving ? Difficult

*Shut, asked to anticipate an encountering with NPCs/wildlife. Easy

*Bark ? (or by default interaction, automatically, see above), to affraid, that could affraid NPCs too (if NPC interactions are in that kind of gameplay of course). Easy

*Follow fingerprints to find wildlife. If he's totally starving he can follow automatically herbivorous. High difficulty.

*"You can rest/sleep now" ? sleep also under character’s order too (that allows him to recover during we cook for example). Easy.

*Guard ?(to signal/bark wildlife during outdoors rest/sleep times). It could be automatic too while he's sleeping, and he can wake up at danger presence (high proximity in his detection zone. according too this actual zone where wildlife attack or a little larger zone).

- Disobedience: The dogs could steal the outside stored food at least and eat it (for better realism, sometimes, dogs just do random stuff like raiding your pantry. Imagine coming home after a short loot-trip and finding your precious food-storage all messed up and your dog staring at you, acting innocent). For orders described above, disobedience could be traduced by the simple way the dog will not obey. And, after 2 ou 3 trials to give him the order, this order should not working for a couple of hours for example.

- First aid: as fights and lossing condition suggest it, a first aid mechanic has to be created. And, maybe, as the character is no veterinarian as we know, first aid on dog could be more difficult than on the player.


 

4. CHARACTER'S SKILLS and DOG'S SKILLS

TAMING (character's skill). Of course, there have to be a skill for taming a dog. First, we have to tame when encountering the dog (who are pretty rare in the world). There's a basic % (like 30%) to succeed taming the dog, according to level of the skill (level 1). Give food radically increase chances (+30% ? There are knowledge books for increase taming skill. Then taming worked, dog is with us. Now, it unlocks the skill "Link", and give a basic value : 10/100 for example.

LINK (character's skill) : it's not a skill like the others. It's reflects the link with a specific dog only. I mean skill will down to zero if the dog dies, but can start again with another. It reflects the link we have with him. It's not express by levels but by only value/100. No books for increase it. This link is determining two distinctives things : obedience (for orders), and non ordered reactions like defend character (% to happens). So it unlocks what he could do for us (actions like hunt, fight, etc...) or the chance of the action success. The link is naturally increased by the time (like +5  for 10 days together). Keep in mind if it falls down to zero, dog leaves us automatically. (Maybe Link skill could benefit has the same gameplay that Hinterland team developps for NPCs ?)

So, a good link can make the dog :

- high chances to defend us automaticcly on his decision.

- high obedience, that is high more % to dog obey to orders.

*Actions that increase this LINK (values for example)

- play/take care/educate. >> +1 or 2

- give food/water >> +1 or 2.

Sleep with him : dogs benefits from the bed/bedroll temperature and character benefits the dog’s warm (like +2°?). So, while sleeping, the dog function like a fire with a warm area (in the tight case to him). Select these option while choosing character's sleep duration. >> +1

- every intense common actions (us with dog) : fight >> 8 or 10, successful hunt >> +5

*Actions that decrease this Link (values for example)

- struggle against him by ourself decision ? >> -20 !

- X consecutives days without an action which increase link >> cancel naturally increase.

HUNT /DETECTING ZONE (dogs' skill) : value of detection zone, ability value to detect wildlife and to follow track under order, even if drops of blood are already deleted, in limit of detection zone. Also his ability too attack (like wolves), under order or not, determined by link (so obedience).

FIGHT (dog's skill) : ability to win struggles. Stuggles happens under order (obedience) or not, determined by value of link.

SWIMMING ? (as the character for the future with moving waters ?). Independent to link skill.

*Actions that increase the specifics dog's skills :values for example

- for hunts, succeed hunt with him or by him >> increase detecting zone (%)

- for fights, a common fight (attacking wildlife/NPC) >> increase fight skill (%)


 

 II DOGS - OTHERS ASPECTS (OPTIONNAL MECHANICS)

In this part we treat of secondary mechanics for dogs :

- Wellbeing: Cute dog is cute. As we understand reading the Alpha Sandbow roadmap, there will be a wellbeing mechanic. Dogs coul be part of this.

- Death: In the same vision as the wellbeing, the impact a dog's death has on the player should be tied to how long the player had said dog. Also, eating the meat of such a dog should come with a hefty wellbeing-penalty.

- Cabin fever: Dogs should be even more suspectible to cabin fever, or at least as the character.

- Parasites: Dogs should have a lowered chance of getting parasites. Maybe make the effects worse on them to balance it or as the character.

- Forbidden food: watch out what you feed him: if you want to push the realism, chocolate is deadly for dogs….

 

This is awesome and I wish a cute puppy comes to you tonight to cuddle with you (and it also brings you pizza)

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"What I'm thinking about is adding an option to "sleep with dog" (in a worksafe way) to beds and bedrolls. At this distance, the dog would add a lot of warmth, maybe 5-10°c."

10° seems a lot for corpse body. 5 semes reasonable.Maybe that information exists also, I'll search.

For dogs sniff lol, I forgot dogs for who this is the job. You're right.

Ok I resume : you give an order (for ORDERS ONLY) :  if the dog refuse 2 times for example, the disobedience could be traduced by the simple way the dog will not obey. And, after 2 ou 3 trials to give him the order, this order should not working for a couple of hours for example and , "basically, the dog does something else entirely, dictated by it's needs - it's hungry and disobeys your orders to sniff something out? It goes eating/hunting instead";

But for the rest of the time (standard case that we don't give order): the dog is also dictated by its needs ? Only if he's hungry/thirsty, no ? So it should exists orders to hold him back (like "stay here", and certainly for feed him by the way) in case he run away for its needs. And then it will work like orders mechanic above.

If he's in need by cold ? What he can do ?

 

PS : if you quote me again, you can delete the main text part to reduce the lenght of the post. Keep just the part you need. I imagine the guy who discover the topic.

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On 9/14/2016 at 3:37 AM, Vinceofpyrenees said:

yes but if wolves are still there, maybe dogs could too. It's not "the long dark lonely" so it's not off topic. And we'll have NPCs, so !

And in this vidéo we can hear one dog...

So my suggestion is just for a vision for help Devs if they want implement them.

 

I'm pretty sure those are wolves in the video. You see, the problem here is that dogs are just demented wolves. They are dumber, generally weaker, etc. All labs or other friendly dogs would die. All small dogs would die. All stupid dogs would die. Lets say a pitbull is out there. The pitbull would have to survive being in extreme cold weather, know how to hunt, be smart enough to not attack a bear or a wolf, and avoid entering wolf hunting territories. survival would be a miracle. Even if its a hunters dog, the dog will attack some wolf, and be killed. Even if it is used to always sleeping outside, it still will get hunted down by the wolves. Even if it manages to find more dogs and actually make a pack with them, they would be outpowered and outnumbered by the wolves. 

 

Edit: We don't know what the npc's will be like. I know the experience is subjective, but for me the isolation is what makes it enjoyable. I am on my own, in the wilderness. I really hope the devs scrap the npc's for sandbox. I get the story mode npc thing, but I can't see the npc's in sandbox actually contributing anything to the game.

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4 hours ago, sir ice said:

I'm pretty sure those are wolves in the video. You see, the problem here is that dogs are just demented wolves. They are dumber, generally weaker, etc. All labs or other friendly dogs would die. All small dogs would die. All stupid dogs would die. Lets say a pitbull is out there. The pitbull would have to survive being in extreme cold weather, know how to hunt, be smart enough to not attack a bear or a wolf, and avoid entering wolf hunting territories. survival would be a miracle. Even if its a hunters dog, the dog will attack some wolf, and be killed. Even if it is used to always sleeping outside, it still will get hunted down by the wolves. Even if it manages to find more dogs and actually make a pack with them, they would be outpowered and outnumbered by the wolves. 

 

Edit: We don't know what the npc's will be like. I know the experience is subjective, but for me the isolation is what makes it enjoyable. I am on my own, in the wilderness. I really hope the devs scrap the npc's for sandbox. I get the story mode npc thing, but I can't see the npc's in sandbox actually contributing anything to the game.

In the story mod, it's possible the isolation of the mains characters W. McKenzie and Anna could finally end because they meet. It's my speculation.

Of course, if they are decided to crete dogs, I hardly see dogs as a option due to hard work to create them. So it's a question of choice of ambiance for this game, right.

We could make a vote to see who could be interesting by dogs lol !

Otherway, I didn't speak about Pitbulls, Chihuahua, setters etc....but about "spitz" dogs as husky, malamute, samoyede, hekhound (good hunter), Finish Sheperd of Laponie etc...Of course you're right, pitbulls would have some huge difficulties to survive. That's the reason It could stay only smarts/hunters and spitz/primitives types of dogs. @sir ice, you help me to add race's explanations for those who are agree with this wichlist.

So, we’re talking dogs of « spitz and primitives » group type (fifth group). They are very apreciate, common in Canada, and above all they’re returning a freedom feeling which match with our universe , no ?

 

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3) INTEGRATING FORUMER’S IDEAS INTO 1) [Old]

For me, dogs corresponding in the way of Hinterland's vision, which can be found in the story mod trailer, and since the beginning of developpement : "Don't let this new world break you...". The dog is a perfect way to make choices concerning the humanity character.

We’ll try to describe a bit the dog, that it will help DEVS too identify our vision.

We’ve tried to integrate gameplay and abilities of dogs by focusing on already existing mechanics, which Hinterland are the creators.This, in a plan of possibe feasability.

 

 I/ DOGS - ESSENTIAL ASPECTS

1. PRESENCE

Does the dog start the game with us or he has to be found in the world ? There may exist only one dog.

A dog is like a NPC. He's physically there, visible for us. He lets footprints too, etc...

He has a specific speed of walk and run.

 

2. CONDITION

Like us, he has conditionfatiquestamina for run/etc... (a lot) hunger and thirsty (or regrouped in the same ?), cold (great resistance like he would has wolf coat and deer boots, etc...). He can be injured and cared (treated like the character)

 

3. ANIMATIONS, ZONES, ABILITIES and INTERACTIONS

ANIMATIONS

-  Basic's Animations, like a wolf he walks, runs, stops and sits.

 

ABOUT ZONES

- Detection zone : it’s an area like wolves actually have. It’s the zone of the dog (who is the center), not of the character ! Things and life which are in this zone interacts with the dog, or beeing available to it. There may be a % of success. We don’t want a dog who always detects something every minutes.These things make some orders available. There are two kinds of interacting, passive or by order. For the first case, the dog automatically, if succeed, smells or views/hears. So he can :

(1) take his stop-pose. And the character will take the decision to give order or not, like «attack », « bark » , « stay »,

(2) or automatically bark,

(3) or after stop-pose, the dog take an ninitiative (passive disobedience). He immediately goes to/follows and finds living/dead wildlife, living/dead NPCs and attacks. For each type of thing, there’s a % depending of obedience value. If the dog is totally starving, he could follow with a high % herbivorous to attack and eat them (Obviously, I don’t think he could attack wolves/bear).

Detection of items (food ones which smell strong, especially meat, raw or cooked, and other smelly items like lamp oil, etc.) is not automatic but have to be « searched ».

Detection zone also decides when the dog automatically joins us back in outdoors spaces if, for some reasons, he is out of it. For indoors spaces, it’s the same. (Or maybe he could be lost if he’s out of it ? And the dog will have to search us in walking around ? The link could affect positively that ? Whistle can affect that ? If the dog can be lost, we could leave baits behind us for help him to find us).

- Danger zone : it concerns NPCs and wolves/bears. It’s a lot smaller than detecting zone but include aproximately a circle of 20-25 real meters. This zone take is center from the dog, not from the character ! Because I think the mutual zone (see bellow) bridle too much the dog’s movements (anybody want a dog always at feet), danger zone define the area inside where he’s following/staying with the character. The dog will keep us in his danger zone for following when we move. It also allows to the dog the ability to attack in it and definate his automatical bark.

- Mutual zone : it’s the closest area where the dog is interactible with us by pointing/ clicking (or it could be a few meters zone, but it seems more difficult to create). This area actually exists (to interact with items).

 

PASSIVE/AUTOMATIC ABILITIES

- "Stop Pose" : he can stop in a specific attitude to signal wildlife/NPCs  in his Detection zone. Some orders become available during a few time (like 15secs), to allows the character the time to give one if he wants. (make stop pose for food items detection ? And allow for alive/dead animals/NPCs, or just for living ones ?)

- To Bark : automatically when he sees something in his Danger zone, for something that he judges as a danger (wolf/bear/NPCs).

- Sleep/Rest : dog has to recover fatigue and condition. This is automatic while character’s sleep time ? (only in the mutual zone?)

- Staying with us : after taming, he will follow us automatically in a zone we call Mutual zone. The dog could stay just on a side, to be able to see him (only if desired, not to have him in front). Some circumstances compel him to leave mutual zone temporarely/definitively, consecutively to an order or not. Need a postive value of the skill Link.

- Passive defense : a dog could « mark » his territory, giving a chance repel predators. By an automatic mechanic, dog could works like the actually hidden mechanics of the wolf coat : repel in some mesure (10 % repel wolves in some area ?)
 

MIXED ABILITIES

- Fights (NPCs and Carnivorous). Available in the danger zone. It’s like for us, it’s a struggle gameplay. He can attack the wildlife/NPCs under order « attack », or without order (to protect us when we are attacked for example or by disobedience), in any case if the ''ennemy" is in the danger zone. If he protects us, the first struggle happens with "dog VS wolf" or "us VS wolf", and the second struggle with the second couple. The best way if our link is very strong is that he can fight first. If the link is too very low, he won’t defend us ! Unfortunetely, fights between us and the dog can exist only if the Link is at 0.

Reinforced by the skill « Fight ». Need a postive Link for first by orderor by protection attitude.

 

ACTIVE ABILITIES AND INTERACTIONS

First, regarding to the following interactions : as we necessarily need to point and click the dog, the dog has to be in the mutual zone for that. We understand it’ll be complicated to point/click if the dog is actually following us but further the mutual zone, inside his danger zone. So, to make interacting the easiest way, we need to whistle him. Whislte have to be a simple keyboard touch (as M for mutual zone). The dog will come from until the zone to interact. Whistle also works for calling him from his detection zone. ...And it’s a nice thing to hear (there may have one or two differents whistle noises regarding where he is, in the danger zone of detecting zone. And also a quick sound from him as responding).

Now he’s close we can :

- "Play/Educate"Available in the mutual zone. The time would be accelerated too. Two things to understand. First there's a % of succeed the educating session and if it's works that will increase the skill "Link" (see below). Secondly, this interaction not increase the dog's specific skills. It's also a good thing when to avoid boring too. Need a postive value of the skill Link.

Feed the dog. Available in the mutual zone. He can feed himself with living or died wildlife. He could dropped meat (according his obedience), but we can give food to him (>> increase link). He aslo can steal food (determined by obedience) if he's totally hungry especially but not only.

- Sleep together : available in the mutual zone. Sleeping with the dog allocates a warm bonus from the bed/bedroll for each character and dog (like +2 or 5°?). So, while sleeping, the dog function like a fire with a warm area (in the tight case to him). Select these option while choosing character's sleep duration. Need a postive Link.

Climbing ? : choose to let him down and he'll find the "long way" to join us, or directly bring him attached to us and raise him (hard). The question is what would you do in reality ?

- Orders, given by a second nested "radial menu". Available in the mutual zone. Orders are submit to his obedience for the character. Obedience is greatly determined by the value of the Link skill (see below) that give chances (%) to obey. Obedience is also influenced by two things. The "nature of the asked action" ( an order risked or easy) and the eventually dog's skill for this action. Orders have a proper difficulty (% successful). Need a postive Link.

* »Stay/Don’t » :Only available when the dog detect/do « something » by his own initiative. The character order to not go to it/don’t do it. If the dog obey, he will stay/stop his interaction. Medium difficulty.

* «Attack », NPCs and wildlife (carnivorous). Available in the Danger zone.A high obedience (% influenced by link) helps. that’s not concern herbivorous (see Hunt). Difficult.

* « Shut », asked to anticipate an encountering with NPCs/wildlife. Easy.

* « Bark » ? (or by default interaction, automatically, see above), to affraid, that could affraid NPCs too (if NPCs interactions are in that kind of gameplay of course). Easy.

* « You can rest/sleep now" ? sleep also under character’s order too (that allows him to recover during we cook for example). Easy.

* « Guard » ?(to signal/bark wildlife during outdoors rest/sleep times). It could be automatic too, while he's sleeping, and so he can wake up at danger presence (high proximity in his detection zone).

* « Search » : to follow and find -living/dead wildlife, -dead/living NPCs, and -food/items (ones which hardly smell). The character have to select which one type of thing to searched. We should click on the order button then on one of the three options (NPCS, wildlife, items) only those are in his detection zone. Difficulty corresponding for each type (corpses, animals, etc.), evolving between Medium to Hard.

A question for the orders : could they be available in the danger zone ?

- Hunt (Herbivorous): it’s consecutive to « search-wildlife», particular ability to follow, find and so automatically kill the wildlife, by seeing footprints, viewing/hearing directly it, or by smelling it (with or without drops of blood). Reinforced by the skill « Hunt », but the dog doesn’t always succeed of course. Need a postive Link.

- Finding items : it’s consecutive to « search-items », particular ability to follow and finds few items by smelling. Need a postive Link.

- Disobedience: from orders : For orders described above, disobedience to orders could be traduced by the simple way the dog will not obey. And, after 2 ou 3 consecutive trials to give him the same order, this order should not working for a couple of hours for example.

Concerning passive disobedience, it’s not consecutive to an order. It’s kind of the education of the dog, it regulates automatic/passive comportement. Desobeying could start in view of « interacting things » from his detection zone (and so closer zones), like outside stored food, wildlife in case of he’s starving, etc... If the things is too much temptating (the value of obedience is too low), he will interact on his own initiative. He could for example steal this food and eat it (for better realism, sometimes, dogs just do random stuff like raiding your pantry. Imagine coming home after a short loot-trip and finding your precious food-storage all messed up and your dog staring at you, acting innocent). He also could got to/attack living/dead wildlife or food items. If the character order to « stay » for example, the dog will obey or not (but so it’ll be disobedience from order and returning about first case). He can attack too, by disobedience. So, we see all the advantages to have a dog, but it could be a disadvantage too if he eat our food or decides to attack a NPCs !

- First aid: as fights and lossing condition suggest it, a first aid mechanic has to be created. And, maybe, as the character is no veterinarian as we know, first aid on dog could be more difficult than on the player.

 

4. CHARACTER'S SKILLS and DOG'S SKILLS

TAMING (character's skill). Of course, there have to be a skill for taming a dog. First, we have to tame when encountering the dog (who are pretty rare in the world). There's a basic % (like 30%) to succeed taming the dog, according to level of the skill (level 1). Give food (dropin it) radically increase chances (+30% ? There are knowledge books for increase taming skill. Then taming worked, dog is with us. Now, it unlocks the skill "Link", and give a basic value : 10/100 for example.

LINK (character's skill) : it's not a skill like the others. It's reflects the link with a specific dog only. I mean skill will down to zero if the dog dies, but can start again with another. It reflects the link we have with him. It's not express by levels but by only value/100. No books for increase it. This link is determining two distinctives things : obedience (for orders), and non ordered reactions like defend character (% to happens). So it unlocks what he could do for us (actions like hunt, fight, etc...) or the chance of the action success. The link is naturally increased by the time (like +5  for 10 days together). Keep in mind if it falls down to zero, dog leaves us automatically. (Maybe Link skill could benefit has the same gameplay that Hinterland team developps for NPCs ?)

So, a good link can make the dog :

- high chances to defend us automaticly on his decision.

- high obedience, that is high more % to dog obey to orders.

*Actions that increase this LINK (values for example)

- play/educate. >> +1 or 2

- give food/water >> +1 or 2.

Sleep together >> +1

- Fisrt aid >>+1 or2.

- every intense common actions (us with dog) : fight >> 8 or 10, successful hunt >> +5

*Actions that decrease this Link (values for example)

- X consecutives days without an action which increase link >> cancel naturally increase.

- after acts of passive disobedience >> -1 (stolen food), -2 (hunt, or -5 (attack NPCs), depends of the importance of the act.

HUNT (dogs' skill) : this skill could be the value of ability to detect wildlife in the zone. The dog can follows tracks « under order », even if drops of blood are already deleted, in limit of detection zone.

FIGHT (dog's skill) : this is the strenght during struggles. Stuggles happens under order (obedience) or not, but that is determined by value of link.

SWIMMING ? Another kind of movement (as the character for the future with moving waters ?). Independent from Link.

*Actions that increase the specifics dog's skills : values are for example

- for hunts, succeed ordered hunt  >> increase detecting zone (%)

- for fights, a fight (with NPCs) >> increase fight skill (%)


 

 II/ DOGS - OTHERS ASPECTS (OPTIONNAL MECHANICS)

In this part we treat of secondary mechanics for dogs :

- Wellbeing: Cute dog is cute. As we understand reading the Alpha Sandbow roadmap, there will be a wellbeing mechanic. Dogs coul be part of this.

- Death: In the same vision as the wellbeing, the impact a dog's death has on the player should be tied to how long the player had said dog. Also, eating the meat of such a dog should come with a hefty wellbeing-penalty.

- Cabin fever: Dogs should be even more suspectible to cabin fever, or at least as the character.

- Parasites: Dogs should have a lowered chance of getting parasites. Maybe make the effects worse on them to balance it or as the character.

- Forbidden food: watch out what you feed him: if you want to push the realism, chocolate is deadly for dogs….


 

III/ ABOUT RACES

Of course, we don’t talk about Chihuahua, Pitbulls or Jack Russells. Of course these dogs would have some huge difficulties to survive. That's the reason they absents from the game. But it could stay only smarts and spitz/primitives types of dogs, because lots of them actually are hunters, or are kept this instinct and could see its back by necessity to survive.

Of course, we have for example in France lots of good hunters like « Braques types », « Blood Hound », « Foxhound » etc...But I can’t see them in TLD for aesthetic (not the same feeling to see bloodhound as seeing a Malamute) and anachronic/geograhical locations reasons (I think these dogs are not so commom in Canada territories).

So, we’re talking dogs of « spitz and primitives » group type (fifth group). They are very apreciate, common in Canada, and above all they’re returning a freedom feeling which match with your universe, no ?

Here are those we see for the best of them :

- Samoyede

- Siberian Husky

- Alaskan Malamute

- Finnish Shepard

- Helkhound (who are actually prettu good hunters)

- Akita Inu

- Greenland dog

- Norvegian Moose’s dog


 

Examples for some of them : http://wamiz.com/chiens/groupes/spitz-et-type-primitif

 

A note from people who wouldn’t see dogs in the game for « isolation sense », that I totally understand. For the hard work that could required creation of dogs for you Hinterland team, that couldn’t be as an option, right ? If it’s not a permanent implemented gameplay, it’ll be a hard work for a mess. So it seems first a question of choice about isolation vision for your actually fantastic game, if I understand well.


 

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[Updated part 1/4]

For me, dogs corresponding in the way of Hinterland's vision, which can be we found in the story mod trailer, since the beginning of developpement : "Don't let this new world break you...". The dog is a perfect way to make choices concerning the humanity character.

We’ll try to describe a bit the dog, that it will help DEVS too identify our vision.

We’ve tried to integrate gameplay and abilities of dogs by focusing on already existing mechanics, which Hinterland are the creators.This, in a plan of possibe feasability.
 

 I/ DOGS - ESSENTIAL ASPECTS

1. PRESENCE

Does the dog start the game with us or he has to be found in the world ? There may exist only one dog, that could start on the same map (or other).

A dog is like a NPC. He's physically there, visible for us. He lets footprints too, etc...

He has a specific speed of walk and run.

 

2. CONDITION

Like us, he has conditionfatiquestamina for run/etc... (a lot) hunger and thirsty (or regrouped in the same ?), cold (great resistance like he would has wolf coat and deer boots, etc...). He can be injured and cared (treated like the character). And also he can die if condition is at 0 and he’ll never respawn.

 

3. ANIMATIONS, ZONES, ABILITIES and INTERACTIONS

ANIMATIONS

-  Basic's Animations, like a wolf he walks, runs, stops, sits and swims.

 

ABOUT ZONES

- Detection zone : it’s an area like wolves actually have. It’s the zone of the dog (who is the center), not of the character ! Things and life which are in this zone interacts with the dog, or beeing available to it. There may be a % of success. We don’t want a dog who always detects something every minutes. These things make some orders available. There are two kinds of interacting, passive or by order. For the first case, the dog automatically, if succeed, smells or views/hears. So he can :

(1) take his stop-pose (no bark). And the character will take the decision to give order or not, like «attack », « bark » , « stay », « shut up »,

(2) if there’s no order, he can barks for carnivorous/herbivorous/NPCs (barking 1/2 times shortly for herbivorous and 3/4 times against carnivorous/NPCs).So the player will have to « shut up » him or not.

(3) and after stop-pose, if he has any order or desobey, the dog take an initiative (from order or passive disobedience). He immediately goes to/follows and finds (or not!) living/dead wildlife, goes to/follows living/dead NPCs and living/dead carnivorous, and kill and attacks. For each type of thing, there’s a % depending of obedience value. If the dog is totally starving, he could follow with a high % herbivorous to attack and eat them (Obviously, I don’t think he could attack wolves/bear).

Detection of items (food ones which smell strong, especially meat, raw or cooked, and other smelly items like lamp oil, etc.) is not automatic but have to be « searched ».

Detection zone also decides when the dog automatically joins us back in outdoors spaces if, for some reasons, he is out of it. For indoors spaces, it’s the same. (Or maybe he could be lost if he’s out of it ? And the dog will have to search us in walking around ? The link could affect positively that ? Whistle can affect that ? If the dog can be lost, we could leave baits behind us for help him to find us).

- Danger zone : it concerns NPCs and wolves/bears. It’s a lot smaller than detecting zone but include aproximately a circle of 20-25 real meters. This zone take is center from the dog, not from the character ! Because I think the mutual zone (see bellow) bridle too much the dog’s movements (anybody want a dog always at feet), danger zone define the area inside where he’s following/staying with the character. The dog will keep us in his danger zone for following when we move. It also allows to the dog the ability to attack in it and definate his automatical bark. It’s a « grrrrr » bark noise.

- Mutual zone : it’s the closest area where the dog is interactible with us by pointing/ clicking (or it could be a few meters zone, but it seems more difficult to create). This area actually exists (to interact with items).

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[Updated part 2/4]

PASSIVE/AUTOMATIC ABILITIES

- "Stop Pose" : he can stop in a specific attitude to signal wildlife/NPCs  in his Detection zone. Some orders become available during a few time (like 15secs), to allows the character the time to give one if he wants. (make stop pose for food items detection ? And allow for alive/dead animals/NPCs, or just for living ones ?)

- To Bark : automatically when he sees something that he judges as a danger (wolf/bear/NPCs) in his Danger zone. We’ll not describe here different bark noises that he makes, but we’ll describe it in each corresponding chapter.

- Sleep/Rest : dog has to recover fatigue and condition. This is automatic while character’s sleep time ? (only in the mutual zone?)

- Staying with us : after taming, he will follow us automatically in a zone we call Mutual zone. The dog could stay just on a side, to be able to see him (only if desired, not to have him in front). Some circumstances compel him to leave mutual zone temporarely/definitively, consecutively to an order or not. Need a postive value of the skill Link.

- Passive defense : a dog could « mark » his territory, giving a chance repel predators. By an automatic mechanic, dog could works like the actually hidden mechanics of the wolf coat : repel in some mesure (10 % repel wolves in some area ?)
 

MIXED ABILITIES

- Fights (NPCs and Carnivorous). Available in the danger zone. It’s like for us, it’s a struggle gameplay. He can attack the wildlife/NPCs under order « attack », or without order (to protect us when we are attacked for example or by disobedience), in any case if the ''ennemy" is in the danger zone. If he protects us, the first struggle happens with "dog VS wolf" or "us VS wolf", and the second struggle with the second couple. The best way if our link is very strong is that he can fight first. If the link is too very low, he won’t defend us ! Unfortunetely, fights between us and the dog can exist only if the Link is at 0.

Reinforced by the skill « Fight ». Need a postive Link for first by orderor by protection attitude.

 

ACTIVE ABILITIES AND INTERACTIONS

First, regarding to the following interactions : as we necessarily need to point and click the dog, the dog has to be in the mutual zone for that. We understand it’ll be complicated to point/click if the dog is actually following us but further the mutual zone, inside his danger zone. So, to make interacting the easiest way, we need to whistle him.

Whislte have to be a simple keyboard touch (as M for mutual zone). The dog will come from until the zone to interact and sits (or not). Whistle also works for calling him from his detection zone. ...And it’s a nice thing to hear (there may have one or two differents whistle noises regarding where he is, in the danger zone of detecting zone). Note than obedience doesn’t affect his coming to us, but eventual orders he’ll receive.

Now he’s close we can :

- "Play/Educate"Available in the mutual zone. The time would be accelerated too. Two things to understand. First there's a % of succeed the educating session and if it's works that will increase the skill "Link" (see below). Secondly, this interaction not increase the dog's specific skills. It's also a good thing when to avoid boring too. Need a postive value of the skill Link.

Feed the dog. Available in the mutual zone. He can feed himself with living or died wildlife, but we also can give food to him. He aslo can steal food (determined by obedience) if he's totally hungry especially but not only.

- Sleep together : available in the mutual zone. Sleeping with the dog allocates a warm bonus from the bed/bedroll for each character and dog (like +2 or 5°?). So, while sleeping, the dog function like a fire with a warm area (in the tight case to him). Select these option while choosing character's sleep duration. Need a postive Link.

Climbing ? : choose to let him down and he'll find the "long way" to join us, or directly bring him attached to us and raise him (hard). The question is what would you do in reality ?

- Orders, given by a second nested "radial menu". Available in the mutual zone. Orders are submit to his obedience for the character. Obedience is highly determined by the value of the Link skill (see below) that give chances (%) to obey. Obedience is also influenced by two things. The "nature of the asked action" ( an order risked or easy) and the eventually dog's skill for this action. Orders have a proper obedience difficulty (% successful). Need a postive Link.

* »Stay/Don’t » :Only available when the dog detect/do « something » by his own initiative. The character order to not go to it/don’t do it. If the dog obey, he will stay/stop his interaction. Medium difficulty.

* «Attack », NPCs and wildlife (carnivorous). Available in the Danger zone. A high obedience helps. In that case he makes a « agressive war bark » (as wolves). That’s not concern herbivorous (see Hunt). Difficult.

* « Shut up », asked to anticipate an encountering with NPCs/wildlife. Easy.

* « Bark » ? (or by default interaction, automatically, see above), for affraid, that could affraid NPCs too (if NPCs interactions are in that kind of gameplay of course). Classic bark « wourf », say again few time. Easy.

* « You can rest/sleep now" ? sleep also under character’s order too (that allows him to recover during we cook for example). Easy.

* « Guard » ?(to signal/bark wildlife during outdoors rest/sleep times). It could be automatic too, while he's sleeping, and so he can wake up at danger presence (high proximity in his detection zone). He makes the same bark as detected danger when we are awake.

* « Search » : to follow and find -living/dead wildlife, -dead/living NPCs, and -food/items (ones which hardly smell). The character have to select which one type of thing to searched. We should click on the order button then on one of the three options (NPCS, wildlife, items) only those are in his detection zone. Difficulty corresponding for each type (corpses, animals, etc.), evolving between Medium to Hard.

A question for the orders : could they be available in the danger zone ?

- Hunt (Herbivorous): it’s consecutive to « search-wildlife», particular ability to follow, find and so automatically kill the wildlife, by seeing footprints, viewing/hearing directly it, or by smelling it (with or without drops of blood). The dog doesn’t always succeed of course. When He has killed the animal, he makes a double bark « wou wou ». Reinforced by the skill « Hunt ». Need a postive Link.

- Finding items : it’s consecutive to « search-items », particular ability to follow and finds few items by smelling. Not barking when discovered one (we have to follow him and find him in front the item). Need a postive Link.

- Disobedience: from orders : For orders described above, disobedience to orders could be traduced by the simple way the dog will not obey. And, after 2 ou 3 consecutive trials to give him the same order, this order should not working for a couple of hours for example.

Concerning passive disobedience, it’s not consecutive to an order. It’s kind of the education of the dog, it regulates automatic/passive comportement. Desobeying could start in view of « interacting things » from his detection zone (and so closer zones), like outside stored food, wildlife in case of he’s starving, etc... If the things is too much temptating (the value of obedience is too low), he will interact on his own initiative. He could for example steal this food and eat it (for better realism, sometimes, dogs just do random stuff like raiding your pantry. Imagine coming home after a short loot-trip and finding your precious food-storage all messed up and your dog staring at you, acting innocent). He also could got to/attack living/dead wildlife or food items. If the character order to « stay » for example, the dog will obey or not (but so it’ll be disobedience from order and returning about first case). He can attack too, by disobedience. So, we see all the advantages to have a dog, but it could be a disadvantage too if he eat our food or decides to attack a NPCs !

- First aid: as fights and lossing condition suggest it, a first aid mechanic has to be created. And, maybe, as the character is no veterinarian as we know, first aid on dog could be more difficult than on the player. The dog makes barking complain when he’s injured.

- Carrying: dogs have historically been used as beasts of burden, so there's no reason a large enough dog can't carry a hatchet or two. When he’s in the mutual zone, we click on him and « use » him as a container to store items (like 5kilos max for the operational weight, maximum 8kg ?). So, the dog will carry these items wherever he is. But if he dies, items are lost. (I see a complicate mechanic for damages after storm of struggles. Maybe it’s not like a backpack but a container, carried items insensitive for damages ?)

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[Updated part 3/4]

4. CHARACTER'S SKILLS and DOG'S SKILLS

TAMING (character's skill). Of course, there have to be a skill for taming a dog. First, we have to tame when encountering the dog (who are pretty rare in the world). There's a basic % (like 30%) to succeed taming the dog, according to level of the skill (level 1). Give food (dropin it) radically increase chances (+30% ? There are knowledge books for increase taming skill. Then taming worked, dog is with us. Now, it unlocks the skill "Link", and give a basic value : 10/100 for example.

LINK (character's skill) : it's not a skill like the others. It's reflects the link with a specific dog only. I mean skill will down to zero if the dog dies, but can start again with another. It reflects the link we have with him. It's not express by levels but by only value/100. No books for increase it. This link is determining two distinctives things : obedience (for orders), and non ordered reactions like defend character (% to happens). So it unlocks what he could do for us (actions like hunt, fight, etc...) or the chance of the action success. The link is naturally increased by the time (like +5  for 10 days together). Keep in mind if it falls down to zero, dog leaves us automatically. (Maybe Link skill could benefit has the same gameplay that Hinterland team developps for NPCs ?)

So, a good link can make the dog :

- high chances to defend us automaticly on his decision.

- high obedience, that is high more % to dog obey to orders.

*Actions that increase this LINK (values for example)

- play/educate. >> +1 or 2

- give food/water >> +1 or 2.

Sleep together >> +1

- Fisrt aid >>+1 or2.

- every intense common actions (us with dog) : fight >> 8 or 10, successful hunt >> +5

*Actions that decrease this Link (values for example)

- X consecutives days without an action which increase link >> cancel naturally increase.

- after acts of passive disobedience >> -1 (stolen food), -2 (hunt, or -5 (attack NPCs), depends of the importance of the act.

HUNT (dogs' skill) : this skill could be the value of ability to detect wildlife in the zone. The dog can follows tracks « under order », even if drops of blood are already deleted, in limit of detection zone.

FIGHT (dog's skill) : this is the strenght during struggles. Stuggles happens under order (obedience) or not, but that is determined by value of link.

*Actions that increase the specifics dog's skills : values are for example

- for hunts, succeed ordered hunt  >> increase detecting zone (%)

- for fights, a fight (with NPCs) >> increase fight skill (%)

 

 II/ DOGS - OTHERS ASPECTS (OPTIONNAL MECHANICS)

In this part we treat of secondary mechanics for dogs :

- Wellbeing: Cute dog is cute. As we understand reading the Alpha Sandbow roadmap, there will be a wellbeing mechanic. Dogs could be part of this.

- Death: In the same vision as the wellbeing, the impact a dog's death has on the player should be tied to how long the player had said dog. Also, eating the meat of such a dog should come with a hefty wellbeing-penalty.

- Cabin fever: Dogs should be even more suspectible to cabin fever, or at least as the character.

- Parasites: Dogs should have a lowered chance of getting parasites. Maybe make the effects worse on them to balance it or as the character.

- Forbidden food: watch out what you feed him: if you want to push the realism, chocolate is deadly for dogs…

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[Updated part 4/4]

III/ ABOUT RACES

Of course, we don’t talk about Chihuahua, Pitbulls or Jack Russells. Of course these dogs would have some huge difficulties to survive. That's the reason they absents from the game. But it could stay only smarts and spitz/primitives types of dogs, because lots of them actually are hunters, or are kept this instinct and could see its back by necessity to survive.

Of course, we have for example in France lots of good hunters like « Braques types », « Blood Hound », « Foxhound » etc...But I can’t see them in TLD for aesthetic (not the same feeling to see bloodhound as seeing a Malamute) and anachronic/geograhical locations reasons (I think these dogs are not so commom in Canada territories).

So, we’re talking dogs of « spitz and primitives » group type (fifth group). They are very apreciate, common in Canada, and above all they’re returning a freedom feeling which match with your universe, no ?

Here are those we see for the best of them :

- Samoyede

- Siberian Husky

- Alaskan Malamute

- Finnish Shepard

- Helkhound (who are actually prettu good hunters)

- Akita Inu

- Greenland dog

- Norvegian Moose’s dog

Examples for some of them : http://wamiz.com/chiens/groupes/spitz-et-type-primitif

 

A note from people who wouldn’t see dogs in the game for « isolation sense », that I totally understand. For the hard work that could required creation of dogs for you Hinterland team, that couldn’t be as an option, right ? If it’s not a permanent implemented gameplay, it’ll be a hard work for a mess. So it seems first a question of choice about isolation vision for your actually fantastic game, if I understand well.

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Just now, Vinceofpyrenees said:

Thanks I try I try. I was in the bathroom when I thought for emprovements

Well that's where I have my best ideas as well :D

On a more serious note though, it's nice that we have this huge list of ideas, but do we have any way of boiling it down to a handful of more relevant ideas? Not saying that some ideas are irrelevant, but we're indirectly dealing with game design here so....

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13 minutes ago, Wastelander said:

Well that's where I have my best ideas as well :D

On a more serious note though, it's nice that we have this huge list of ideas, but do we have any way of boiling it down to a handful of more relevant ideas? Not saying that some ideas are irrelevant, but we're indirectly dealing with game design here so....

I don't understand well what you way. It commes from my english I think. We can tranform and delete things of this wishlist. Is that you're saying by "boiling down" ?

It's just an addition of our ideas, and it's not a deal with devs >> they will make what they want with that. I just want give them more possible ideas. 

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