I imagine this is where this post should go, so here I go-
Since I found Mythruna and this site a few days ago, I've been consumed by thoughts on how the game might be or how i hope it will be. Not that if it's different i won't like it, mind you, but just thoughts on how *I* would go about the ideas already posed by Paul. I have been writing all my ideas in a journal under their categories, and have decided that there is enough (for now) to make at least one post of suggestions. Like I said, I only want to show Paul and the community my perspective on what he's been proposing, and you guys can yay or nay it however you like. Now lets hope I understood Paul correctly:
1.
The Magic Slot concept:
My idea for this is that their should be 2 windows for equipping things- 1 for physical equipment like weapons and armor, the other for "magic essence" (ethereal (yet colorful) spheres of pure magic energy) slots, whereever they are on that races body, and you can press a button to switch the view between them (I picture a body of that race with slots where certain equipment or essence is supposed to go).
Humans, like Paul said, will have the most slots for magic due to their bodies taking their innovative nature. HOWEVER, I disagree that humans should be able to obtain the magical abilities other races have, ever, magic essence or otherwise. This is to make the other races truly unique and important, rather than to just pick a human every time, knowing you would get what the other races have in the end anyway. That means, if you want to fly, you pick Avian, because that is their unique trait and humans shouldn't get it. I made some examples of what i think some races should have as fixed traits, but there's only a few and they are only barely thought out. They are:
Cat Vision- Pantherians have an innate magic vision in low-to-no lighting. Pantherians can always see fairly clearly, be it in caves or in a forest at night.
Thick Bones- Dwarves' bones are magically enfused so they are extra hardy and strong. Dwarves fatigue slower than any other race, and are slightly stronger.
Magic Scales- Due to small amounts of Dragon blood in Reptilians, their scales are hard and may even turn away a sword. Gives a decent bonus to armor class.
These are just a few, but I hope you see what i was getting at. I have to think more about how the essence would be gained/found, though I'm sure Paul already has ideas on that. maybe in another post.
2.
Races & ClassesOK, so I know Paul has shied away from the concept of classes, but please hear me out. I don't mean classes as the typical rogue, warrior, mage, etc., but rather where you are in life when you start the game, so its more like you starting profession. Note, however, that choosing one class doesn't alienate you from anything in the game, it just gives you starting options. My ideas for this are limited and probably imbalanced because I don't really know what all Paul has up his sleeve, but here's what I got:
Governor- You start as a small-time official of a nearby/home town. You have some beginning money, though not much, and/or have a town charter or town plot (
http://mythruna.com/forum/index.php?topic=11.0)
Mercenary- You have lived your whole life by the sword, for it is your livelihood and salvation. Start the game with an ok weapon and 1 or 2 armor pieces. (maybe more to add to that class)
Miner- The mine is like a second home to you. You start with a pickaxe and a weak miner's helmet.
Though there is only 3, they can help propel you in the direction you were hoping to go.
3.
Mobs & DragonsThe mobs part i will add in a later post, so for now its about dragons. This is a small section, just a few ideas i had thought of. I believe that dragons should be of different colors and do different things depending on color (though I'd be happy with just different looking dragons). The dragons should live deep underground or in mountains, and (this part is out there) possibly even a cutscene of some sort for the first dragon you awaken. If just deep underground, he should shoot up, leaving a crater to where he once was. If in a mountain, they just fly forward, out of the mountain. Drops from dragons should be very high level and very hard to obtain.
4.
Overall Concept BalancingNow this is where I really have been thinking about. This section covers overall gameplay mechanics and how to balance those mechanics into a multi-faceted game. First, I'd like to say that the building part of the game is great, but it should not be all or even most of what you do in the game. I'd give it *maybe* a third of the game, if that. It should be used to interact and move the world around you and to allow you to create and build the homes and objects of your dreams, but thats about it (in the RPG mode, at least). The other 2 thirds should be given to these 2 concepts: Mining/Crafting and Questing/Dungeon "Crawling". I strongly suggest that NPCs in towns have randomized quests to do, and maybe even dungeons to do it in. But even without the dungeons, questing gives the player a way to do odd-jobs for money and food, and may even be a part of a line of quests. Food and drink should also be a constant worry for the player (at varying degrees maybe for different difficulties). mining and selling gems, and doing quests should be the main ways players get money for food. If the player has enough land and the right tools, he may start a farm of some kind for food, but this should take at least a little while to create. Bottles could be used to get river water for the drink aspect. Food and drink specifics may also be changed by what race you are.
Mining and crafting should be *almost* as important as it is in minecraft, though the crafting bit would be more for creating gear and potions and RPG stuff. To mine (break) stone and ores, one needs a pickaxe. Not sure about having durability in for equipment, so I'll just say I'm on the fence for that. However, I do think that there should be different levels of pickaxes, and you need stronger ores to make stronger pickaxes to get even stronger ores (like in minecraft). Also, this gives even more choices for the player, since they would have to make the choice between using their more rare ores for a pickaxe to get other better ores, or to stick with your old pickaxe and use that ore for creating any number of other equipment. I hope for at least 8 or 10 different types of metals, some real and some not so real. The very high level ores might be only craftable by master blacksmiths of certain races, and you may need to enlist their help.
5.
Experience and Levels, ala Might & MagicThis will be my last section for this post tonight, and it won't be big, considering I just thought of it as I was typing earlier. For what I've read that Paul wants, and looking at what I've suggested, I believe the ideal system for experience and levels would be something similar to Might & Magic 6-8's system (as far as getting new levels, what the levels mean and possibly skill levels and how to get them). If you have never played, seen, or heard of Might & Magic, then look at
http://en.wikipedia.org/wiki/Might_and_Magic_VI:_The_Mandate_of_Heaven for a small description. The main points I wanted to bring over are to have the abilities either already obtained, or gotten through training by an NPC. Once obtained, you can put points you gain through levels into skills of your choosing. Once the correct amount of points are put into a skill, you may find another NPC who will train you to greater degrees of that skill (expert, master, etc.). Every town should have a trainer, who will allow you to advance to the next level once you have enough experience, for a little bit of coin. This RPG concept alone is simple to understand but hard to master, giving the game even more appeal.
Well thats it for now. If you actually read through all of this, congrats and thanks! The things I've suggested here I truly believe would make the final RPG mode of the game fun and engaging, and the idea of a somewhat never-ending-yet-unique adventure would have players coming from everywhere. Things like mobs, rideable creatures, ore types, and magic essence finding will most likely dominate the next installment.
TTFN! (TaTaForNow!)