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Author Topic: Storage crystal/materialization inhibitors  (Read 285 times)
Rayblon
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« on: March 18, 2017, 01:15:41 AM »

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.
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« Reply #1 on: March 18, 2017, 02:40:03 PM »

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.
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