I think I'm going to start work on an Asperger's-related RPG

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AspieOtaku
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03 Apr 2013, 12:03 pm

BooToMostStuff wrote:
This idea reminds me of a character from Breath of Fire 3.

[img][800:1200]http://www.graphicspectrum.com/downloads/breath_of_fire3_PSP-1920.jpg[/img]

The one on the right. From what I remember throughout the entire game he is completely mute, shy and he just seems to always go with the flow, not really making any sort of decisions for himself.
The one with blue hair is Ryu while the one with wings is Nina oh how I loved that game I gave the main character my rl name and played it as if I was actually the character who could turn into a dragon!! !!


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Dennis
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03 Apr 2013, 8:23 pm

I've started learning how to make pixel art. Needing a lot of reference help so far, but here's what I've been doing.

Image

Image

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MakaylaTheAspie
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04 Apr 2013, 12:29 am

I like the washing machine.


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BlueMax
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04 Apr 2013, 1:11 am

How about a little more discussion on the critical element... what is it about the game that will teach or simulate Aspie life??

Room spins uncontrollably and you have to function in it? Sound and vision becoming obscured from stress? Having to work 10x harder than normal to interact with "normal" people or accomplish the simplest of tasks when depressed?

What's your angle?



BlueMax
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07 Apr 2013, 12:32 am

Hello-oo??



Dennis
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08 Apr 2013, 3:44 am

Sorry, I'm not around here too much.

I want to base the status conditions off of issues people on the spectrum might have, like anxiety, maybe irritation, etc.

I also think I'll bring up issues of texture and etc. in the healing items.

Want to include like a library area with some information on Asperger's and autism if I can fit some decent info into dialogue boxes.

There's a lot more thought to be put into it but I haven't fully figured out a plot yet, been focused on getting all the fundamentals down and making enough content for a demo.



Dennis
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12 May 2013, 3:55 pm

I'm still going. I've gotten more content finished but I still don't have a playable section quite yet, I've been spending time on some things that won't be needed in the early game as well. It's quite a complicated process, some of the stuff I've had to do:

Determining character's initial stats
Determining the stat curves
Drawing art for enemies
Giving enemies stats
Learning about determining what group of enemies shows up, where, and how often



BlueMax
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12 May 2013, 4:03 pm

How about a PLOT???

What's it going to be about? What will you have to DO?



BeauZa
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13 May 2013, 12:04 am

I can't wait to see that!


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15 May 2013, 5:40 pm

Fnord wrote:
Based on a 2d6 system of Strength, Dexterity, Endurance, Intelligence, Education, and Charisma, I suggest the following Saving Throws:

Employment: 2d6 vs. ((Intelligence + Education + Charisma) / 3) or less to get hired or remain hired. Roll once per week. Add 1 to the dice roll per failed meltdown roll within the last 7 days.

Impress: 2d6 vs. ((Dexterity + Intelligence + Charisma) / 3) or less to make a good first impression. Add 1 to dice roll for each point that your Education is less than the Education of the person you are trying to impress. A failed Meltdown roll negates a successful Impress roll.

Meltdown: 2d6 vs. ((Endurance + Charisma) / 2) or less to avoid. Roll once per minute per conflict.

Obsess: 2d6 vs. Intelligence or less to avoid obsessing about a failed saving throw or interest.

Quackery: 2d6 vs. ((Intelligence + Education) / 2) or less to avoid believing in a conspiracy theory, cult system, or pseudo-scientific nonsense.

Relate: 2d6 vs. ((Intelligence + Education + Charisma) / 3) or less to maintain a personal relationship in good standing. Roll once per day. Add 1 to the dice roll per failed meltdown roll within the last 7 days.


While I'm not thrilled with the way they are worded......you're not that far off.

Except Quackery....I don't think that's so much an Aspie thing, as that Aspies occasionally get a special interest, and you see a dispornate number of posts/writings/rants/speechs about the matter.


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sixstring
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16 May 2013, 9:48 am

Honestly I think the most realistic way to portray being on the AS spectrum is by not giving an sort of direction in the game.
Don't have automatically happening conversations. Don't let someone or something tell the player what the quest is, what they have to do, where they have to go, etc.
With so much going on on the screen that it's impossible to figure out what's important and what not.

After 10 minutes any NT gamer will give up.
It won't be a fun game but at least people will be able to experience being like us.



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16 May 2013, 9:51 am

AgentPalpatine wrote:
Fnord wrote:
Based on a 2d6 system of Strength, Dexterity, Endurance, Intelligence, Education, and Charisma, I suggest the following Saving Throws:

Employment: 2d6 vs. ((Intelligence + Education + Charisma) / 3) or less to get hired or remain hired. Roll once per week. Add 1 to the dice roll per failed meltdown roll within the last 7 days.

Impress: 2d6 vs. ((Dexterity + Intelligence + Charisma) / 3) or less to make a good first impression. Add 1 to dice roll for each point that your Education is less than the Education of the person you are trying to impress. A failed Meltdown roll negates a successful Impress roll.

Meltdown: 2d6 vs. ((Endurance + Charisma) / 2) or less to avoid. Roll once per minute per conflict.

Obsess: 2d6 vs. Intelligence or less to avoid obsessing about a failed saving throw or interest.

Quackery: 2d6 vs. ((Intelligence + Education) / 2) or less to avoid believing in a conspiracy theory, cult system, or pseudo-scientific nonsense.

Relate: 2d6 vs. ((Intelligence + Education + Charisma) / 3) or less to maintain a personal relationship in good standing. Roll once per day. Add 1 to the dice roll per failed meltdown roll within the last 7 days.
While I'm not thrilled with the way they are worded......you're not that far off. Except Quackery....I don't think that's so much an Aspie thing, as that Aspies occasionally get a special interest, and you see a dispornate number of posts/writings/rants/speechs about the matter.

Well then, replace the word "Quackery" with "Gullibility", and see if it makes more sense.



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16 May 2013, 10:42 am

Fnord wrote:
AgentPalpatine wrote:
Fnord wrote:
Based on a 2d6 system of Strength, Dexterity, Endurance, Intelligence, Education, and Charisma, I suggest the following Saving Throws:

Employment: 2d6 vs. ((Intelligence + Education + Charisma) / 3) or less to get hired or remain hired. Roll once per week. Add 1 to the dice roll per failed meltdown roll within the last 7 days.

Impress: 2d6 vs. ((Dexterity + Intelligence + Charisma) / 3) or less to make a good first impression. Add 1 to dice roll for each point that your Education is less than the Education of the person you are trying to impress. A failed Meltdown roll negates a successful Impress roll.

Meltdown: 2d6 vs. ((Endurance + Charisma) / 2) or less to avoid. Roll once per minute per conflict.

Obsess: 2d6 vs. Intelligence or less to avoid obsessing about a failed saving throw or interest.

Quackery: 2d6 vs. ((Intelligence + Education) / 2) or less to avoid believing in a conspiracy theory, cult system, or pseudo-scientific nonsense.

Relate: 2d6 vs. ((Intelligence + Education + Charisma) / 3) or less to maintain a personal relationship in good standing. Roll once per day. Add 1 to the dice roll per failed meltdown roll within the last 7 days.
While I'm not thrilled with the way they are worded......you're not that far off. Except Quackery....I don't think that's so much an Aspie thing, as that Aspies occasionally get a special interest, and you see a dispornate number of posts/writings/rants/speechs about the matter.

Well then, replace the word "Quackery" with "Gullibility", and see if it makes more sense.


Hmmmmm, due to a processing/communication difference, I could see where that reputation comes from.


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16 May 2013, 10:47 am

sixstring wrote:
Honestly I think the most realistic way to portray being on the AS spectrum is by not giving an sort of direction in the game.
Don't have automatically happening conversations. Don't let someone or something tell the player what the quest is, what they have to do, where they have to go, etc.
With so much going on on the screen that it's impossible to figure out what's important and what not.

After 10 minutes any NT gamer will give up.
It won't be a fun game but at least people will be able to experience being like us.


There's a difference between making people aware, and annoying them. If people take the time to try to understand the communication issues, I'd personally want to make it relatively simple to understand the concept. YMMV.


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16 May 2013, 5:29 pm

Fnord wrote:
Quackery: 2d6 vs. ((Intelligence + Education) / 2) or less to avoid believing in a conspiracy theory, cult system, or pseudo-scientific nonsense.


:lmao:



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16 May 2013, 6:57 pm

So far the entire premise of the game is to roll dice and create stats - the creator's favourite part...


...after rolling dice for several hours, do you get to DO anything?? If so - what??