Mythruna
April 24, 2017, 06:21:45 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Welcome to the new forums. See "Announcements" for a note for new users.
 
   Home   Help Search Login Register  
Pages: [1] 2 3 ... 10
 1 
 on: March 23, 2017, 09:29:23 AM 
Started by Rayblon - Last post by Rayblon
I'm interested to see how magic interacts with weather; rain being converted to sleet or coating terrain in ice within cold fields would be cool. Gravity magic being enhanced directionally by wind, electricity backfiring but being more powerful in the rain, fire and heat magic creating lots of steam at the cost of effectiveness, etc.

 2 
 on: March 23, 2017, 05:02:39 AM 
Started by Rayblon - Last post by Rayblon
I was thinking that healing magic should be less effective on fresh wounds.

 3 
 on: March 18, 2017, 02:40:03 PM 
Started by Rayblon - Last post by pspeed
I struggle with this topic a few times in my design notes.  There has to be some way of avoiding dismantling dungeons while still giving the player flexibility.

But it's also important to remember that the "disintegrate this block" thing is likely a build-mode only ability.  Or certainly something that requires special setup or context.  (So, for example, you might use it for elemental material types but prebuilt structures would require getting the pick axe out.)

Anyway, I've always seen the build mode and play mode games as totally separate.  Where build mode has full creativity like you do now with many of the normal rules turned off.  And play mode has an extremely limited set of destruction opportunities (until you get into higher level magic).

Either way, your base elements will be stored in crystals and your ability to build would be related to regurgitating those through magic.

Also, even though the player-characters are the only ones that can truly perform magic, they've been visiting these worlds for centuries.  So it might not be unheard of to have already-activated magic devices hanging around.  Especially since the world itself already runs on magic energies.

 4 
 on: March 18, 2017, 02:50:40 AM 
Started by Rayblon - Last post by Rayblon
No, unfortunately.  Life has me by the scruff of the neck and is wiping my face on the floor.

Another week in the life, huh? :\

Well if you need anything, we're here for you, however meager our capacity to help may be.

 5 
 on: March 18, 2017, 01:15:41 AM 
Started by Rayblon - Last post by Rayblon
So, we all know what storage crystals are, ideally. They're going to be our best buddies in the field of materials acquisition... and that's great, of course, we want to be able to move mass quantities, and place them, somewhat liberally. But not everyone would agree with us on that. Especially the ancient architects of booby-trapped tombs and puzzle-secured strongholds. Their implements are meant to be endured, not... noob towered and walled off.

It would make sense, then, that they would want to protect these places from vandals So, if I recall correctly, the storage crystals are a new presence in mythrunain worlds and are only usable as such by players... so there would need to be something that coincidentally inhibits storage crystal release. Perhaps a sophisticated gravitic generator that reduces the force of impact(making block breaking impossible until the generator is removed), or some sort of magic construct. Maybe a specialized kamalak. Anyway, it would ideally protect every block in contact with a closed space that it has access to, meaning no breaking the walls and floor except for particularly weak things like thin planks or a heavily damaged door. It might also mean that physical attacks and magic would be slightly weaker; perhaps with the mobs inside being more adapted to the effects and therefore not losing any power themselves.

 6 
 on: March 18, 2017, 12:53:38 AM 
Started by Rayblon - Last post by Rayblon
I know you've got plans of your own, but I figure it wouldn't hurt to mention my own internal concept for it. I've kinda talked about this before, but my visual conceptualization of it has evolved over time. This isn't me trying to push ideas or suggest anything, just putting what might be cool on paper for my own sake. It goes without saying, but I'm not Paul so this doesn't reflect any future developments, for anyone reading.

The way I envision it, the spirit world would kind of be a world made of energy and forces rather than matter... At least, that's what the appearance is for me. Exchanges of energy and impacts would radiate and cause fluctuations in things around it, creating audible sounds, shifting light, effectively causing /tiny/ shockwaves, and maybe even affecting gravity a smidge. I'd imagine the spirit world being something constantly in flux, the terrain itself looking more like energy flowing, shifting, being expelled, influxing... Physics might not always work the same way, and what terrain and sky that there is, wouldn't necessarily have any consistency, in my eyes. Maybe sometimes you'd be moving faster, other times slower, perhaps color shifts a bit because light stopped flowing the same way, or you start sinking into the ground because suddenly those forces keeping you and the floor separate stopped working. Maybe you start changing size or getting squished or stretched on occasion; ideally you'd be able to see the warning signs or onset of this by looking at how the energy is flowing in the area.

My conceptualization of the spirit world feels... loud. Maybe sounding somewhat like NASA's voyager recordings, but you know, better sounding, more impactful, more present, but still sslightly uncomfortable. It doesn't feel like it would be a nice place. There could be these occasional, massive shockwaves from gods know what that mess everything up intermittently, causing unpredictable effects to you or your surroundings... that aren't significant enough to be a huge resource draw or danger, of course. Maybe the energy surrounding blocks would flare out a bit from shockwaves, like they're being broken down by it. There would probably be more solid areas... areas 'closer' to the overworld, maybe? Or if it's some sort of realm of gods, perhaps those would be present in these more solid places. I dunno. It just feels like matter as we know it shouldn't have much of a foothold there, and that what matter is there would be sparse and fragmented.

Perhaps there's something... I'll call ether decay, wherein physical objects in the spirit world are eroded or converted by the plane into energy(giving any physical visitors a time limit where they get weaker as they go on, though magic users would be able to sustain their bodies much longer). So the spirit plane would be like our dark matter, pretty much. I also thought that the spirit world should place much, much more importance on your magic and life energy stats, or inverting magic and physical stats in some way. Perhaps mages are made stronger in this interpretation of the spirit world, but physically rather than through magic, with greater resilience against ether decay included. Maybe high constitution players would have to rely more on magic? This inverted relationship, perhaps, would be due to magic energies behaving differently between the two planes, and maybe it would be more difficult to use magic in one plane after extensive practice in the other.

Oh! And I just thought of something else. Back to the idea of massive shockwaves, imagine the shockwaves occasionally converting the energy type of areas. This is assuming that certain biomes will correspond to a specific energy type, of course... but imagine if every once in a while a random seed was generated and used to mix up the element type of different regions. I'm thinking it could be done through a world state, but that would also necessitate the shockwaves hitting everyone at once... which isn't necessarily out of the question. Time wouldn't work the same there as it does in the overworld, presumably. Anyway, back on the topic of world states, I'm thinking you could have a set of blocks tuned to change to specific, mutually exclusive elements with each new seed(so all elemental block types remain unique between shockwaves, but actively switch elements when a large shockwave hits). That way, there just has to be a transition animation and you just have to switch out the on touch events and whatnot between them rather than changing each blocks value individually; meaning world-scale changes can actually be processed! ... presumably. I'm not a game developer after all. It just seems like it would work.

Terrain wise, it would be unpredictable. Sometimes you might get circular platforms, other times, asteroid fields. Maybe sometimes there are just sheer walls and flat plains for no reason. Other times, maybe there are chunks that look somewhat like the overworld, or a cave system, or... an inverted cave system, or still lifes of tempests and spiralling galaxy-like structures, or random theoretical structures and statuary, maybe a menger sponge for instance... each of these different archetypes blending into eachother seamlessly as a beautiful yet terrifying abstract.

And yeah, that about sums up my ideas relating to the spirit world. Well, the spirit world as a raw concept, at least. Some are less possible than others, and some are sillier than others, not that there is any expectation of this being implemented, but this concept was definitely neat to explore in my head. Hopefully it was neat exploring my head a bit in this thread, for you. Tongue

EDIT: Building onto the idea of certain areas being more solid in the spirit world, maybe the solidity would be dependent on the life density in the area? So, if you cause an area to become overwhelmed with miasma and get destroyed, perhaps that lack of life and consequent lack of a connection to the physical world would make it so certain areas are like quicksand or even just voides without first creating a 'life bridge'.

 7 
 on: March 17, 2017, 05:11:26 PM 
Started by Rayblon - Last post by Rayblon
So, I was thinking... What if the air had modifiers?

I suppose the smell mechanic would already function like that, but it can be made more significant, giving you an immediate reason to pay it heed rather than just when hunting for a specific plant, or when you think you're being trailed. Right now (as I understand it, again), smell is nonessential, it's usable to track objects, animals, and people in some capacity, but that's about it. While it can communicate immediate danger sometimes, what if we allowed the smell itself to be the immediate danger?

For instance, miasma could be one of the air states, and would introduce a higher chance for infection or plague as well as smelling terrible.

More interestingly, you could expand this concept to restrict the spread of certain plants and animals and create codependency. For instance, Tembra(the black mold I discussed that would destroy crops, claim houses, etc) might develop large sporangiums that burst after a while and dump out groups of mobile slime or perhaps imp-like creatures that are dependent on the toxic air surrounding the mold to survive.

In caves, if you don't create an air source using subterranean plants, you might run out of air and begin suffocating, slowly but surely. Perhaps you end up hitting a pocket of sulphuric air due to a nearby volcanic vent that inhibits your vision as well as being toxic. Maybe you hit a flammable air pocket, that will ignite and cause the entire mine to go up in flames from an errant spark while mining if you don't let it air out first. There could also be a sadder aspect of this. Perhaps some subterranean creatures dependent on a certain type of air can be uncovered, but at the cost of causing their air to be siphoned off in exchange for oxygen and slowly killing them if you don't do anything. This would introduce a particular challenge, too. Subterranean communities and homes deep underground would need to develop sophisticated ventilation systems. Perhaps certain infections, plagues, or symbiotes could switch around the type of air you can breathe, too, making you entirely dependent on a certain air type if left untreated.

 8 
 on: March 17, 2017, 07:06:13 AM 
Started by Rayblon - Last post by Rayblon
Clamovin(Screaming vine/clamor vine)

A thick creeping vine that can cover hundreds of meters of land. It's generally found in darker, forested regions, but can grow in most low light areas, or any place that gets little or infrequent direct sunlight. It can, however, survive in marshy terrain quite handily, direct sunlight or no. It has sparse, but thick and fleshy leaves which are safe to eat and taste somewhat tart... and kelpy. They might be useful in neutralizing particularly salty soups, but aren't palatable otherwise. The vines themselves are woodier in consistency than your average vines, with a thick barked core reaching up from the center of each plant. The notable characteristic of this plant is that it creates a hissing or whistling sound by ejecting (typically) malodorous gas through small pores in the plants' surface whenever a leaf is damaged or pressure is applied to a vine. The gas appears to be inert in most cases, and is not itself harmful.  The plant can only do so a few times on any given day, but it is more than sufficient for scaring away would-be predators in most cases. The efficiency of the plants gas production seems to depend on the soil around it; more alkaline and drier soil results in less gas, with the opposite being true as well.

The plant would go dormant during snowy months. Through Frowndelia(or throughout a climate's dry/cold season if it's hot/warm), one may see large flowers dotting the surface of the vines, similar in appearance to clematis blooms. The flowers create a powerfully sweet smell, with the petals being usable in confectionery items or for use as a sweetener when diffusing or brewing. After the flowers are pollinated, massive, round, and green hued gourds develop at the buds. As they mature, the outer layer of the gourds harden and become brown and woody, making them exceptionally difficult to breach by wildlife. The gourds carry the same air as the plant, so getting into them can be a rather unpleasant experience. If the temperature gets too cold, the gourds may collapse in on themselves, or explode with surprising force in high heat, dispersing the walls of the gourd along with its seeds rather effectively. Blunt force is also sufficient to cause the gourds to explode, so the fruit can be used as makeshift explosives, though they would only really be effective at pushing back or stunning enemies, and would need to be thrown at a stony surface.

There isn't much in the way of food that can be obtained from the fruit, but the smooth, fleshy seeds lining the walls of the gourds are large and dense. They are quite sour, but by dehydrating them and grinding them into a fine powder, you can use them in nourishing candies, or to simply use as a spice, or as a compact emergency food source. The seeds can be planted, but an individual plant takes up a massive amount of space relative to the quantity of seeds it produces, and is initially slow to develop. The plant can be directed to grow in a certain way, so to speak, using blocks to restrict its growth to specified paths. Though, if you're not careful, it may just grow over the obstructions you build.

 9 
 on: March 16, 2017, 09:55:53 AM 
Started by Rayblon - Last post by pspeed
I'm still here. Just ran out of ideas on what to say. Still trying to figure out that whole motivation thing too.

I guess it's been  a while since i asked, so... anything new development wise?

No, unfortunately.  Life has me by the scruff of the neck and is wiping my face on the floor.

 10 
 on: March 15, 2017, 03:34:14 PM 
Started by Rayblon - Last post by Rayblon
I'm still here. Just ran out of ideas on what to say. Still trying to figure out that whole motivation thing too.

I guess it's been  a while since i asked, so... anything new development wise?

Pages: [1] 2 3 ... 10
Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!