Everything posted by JFSOCC
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More Mega-Dungeon Discussion.
or help him.
- RANDOM VIDEO GAME NEWS
- Item attunement mechanic to extend item usefulness period
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Small suggestions. Easily implemented ideas, quickfire thoughts.
- More Mega-Dungeon Discussion.
OK Freeflow thoughts here: I worry about the pacing, if it's 15 levels of unending slog and misery and darkness and dread, I will ignore the dungeon completely. I hope the Entire dungeon has a theme and each level is a variation of that theme. I hope that along the way there are safe places, I'd love to see an underground garden near the end, bioluminescent plants and insects, trickling water streams, bubbling mini-geisers. some enemies but fairly easily cleared. I'd love to see some traps fail to work after centuries of neglect. Torches should be brought in by the player, and no-one else. (with maybe torches to loot on a corpse in the first few levels) I'd love to see a trap or monsters triggered by light. Believable eco-system. IE there has to be some evidence of the monsters making a living here Clearing the dungeon could make it an option for your stronghold, if you don;t have one already Cleared levels could be repurposed or repopulated. I for one don't care to see monsters in a cleared level, maybe ones you leave before they are cleared. Enemies should get progressively harder, not more numerous, enemies you're encountering at the end of one level would be more common the level below. (form of telegraphing) I'd think it's awesome if the thing actually was not underground, but a GIANT structure tethered by giant chains floating over a mountain valley. I want to learn the lore of how the dungeon was made in the first place. I want explanations damnit! How the hell does such a huge structure get created. And why? I hope not everything in the dungeon is about fighting monsters or bypassing traps. I don't mind puzzles, as long as they're not language or mathematics based. (with mathematics I mean equations, because that's technically a language of its own) logic based, visual cues, mazes, all cool. Key puzzles not so much. I'd like to see a gradual change in architecture as you pass the strata, becoming ever more natural as you get near the end, except the last level. Secrets! lots and lots of secrets, things that aren't going to be found by everyone, hints subtle enough that it's not obvious that there is a secret to be had. Subtlety is key. (I hope to see that throughout the game) Diversity in obstacles and enemies. I for one would like to be able to backtrack easily, but only from levels which have been completely cleared and deemed "safe". pretty stock ideas I guess.- RANDOM VIDEO GAME NEWS
- The funny things thread
- Modding
I can haz a Garden of Eden Creation Kit plox.- Any updates on the music and sound effects?
that's fair enough I guess, but there's plenty of other soundwork other than music which I am equally curious about, the clanks as you pick up and move armour in your inventory, the click when you pick a lock, the creak when a door opens, ambient sounds (birds twitter, waterfalls and babbling brooks, furnace fire and campfire, background noise and the like.- The Obsidian Order of Eternity wants YOU! part 6
that made me smile- Fantasy Magic: Form, Power, and Prevalence
I've never been a fan of high magic settings, where catch-all magic comes to solve the problem like a giant deus-ex-machina just at the right time Nor do I like "the chosen one" bull****, and while we're at it, prophecies are the lamest plot device in recorded history. I opt for a subtle magic, where magic feels wondrous, more than it feels powerful. I don't mind magical abilities to be powerful, but only because of skilful use, not because you kamehameha'ed your over 9000 powerlevel straight at the goblin's face (also goblins, heh, because we couldn't make humans diverse and interesting enough to serve as enemies all the time, I guess.) Like the Jedi powers of Obi-Wan in Star Wars Episode IV, using a mental distraction (did you hear a sound over there?) as misdirection. I like magic to be intrinsically linked to the natural world, like the summer glade where water eddies in a stream with just the right amount of heat and sunlight and shade so that anyone near it hearing the babbling feels the slow current charging them, invigorating them. That's magic, that's wondrous. I enjoy the ephemeral nature of magic where you don't know for sure if someone is magically capable, incredibly lucky, or just cheating without us realising it. Someone who seems to avoid all guards on their patrol routes, and when you observe them making a mistake, knowing they will be seen by the guard, the guard suddenly stumbles or stops to tie his shoelaces. Or the "I got a bad feeling about this". It maybe clichéd, but the notion that this underbelly feeling is in fact not just nerves or your subconscious, but rather some tenuous connection to the living force telling you someone is sending you bad vibrations, that feels magical to me. Magic which is created or used with knowledge of how it affects the world without betraying too much of its nature. A door which no-one sees, not because it is invisible, but because it is created in such a way that most people's subconscious automatically makes them ignore it, that's magical. And some people who are particularly bright, observant, or somehow confronted with the door with no way to avoid it, for them the illusion will shatter. Magic which while some may have talent, (that guy often has lucky dice throws, always wins at games) it is truly only in the hands of those who have trained and studied hard to understand a fraction of it. Each one understanding and capable of something different. Different parts of the same whole. So to sum up: Subtle natural unconventional and surprising. (feeling of wonder) hard to define but following a logic which no-one fully understands yet. true mastery is the capability of consciously manipulating magic to a purpose, rather than a passive understanding or uncontrolled usage. -- the way I'd envision to see this in a game is that there are plenty of wizards around, each can teach the player something else, but the player will be limited in learning by his or her character. A player who lives life as thief or stalker will more easily learn to understand stealth, misdirection, darkness/shadow/light, silence and sound, observation and awareness. Someone who lives his life surrounded by politicking bastards will quickly learn observation and awareness, communication, manipulation and misdirection, and psychology and motivations. someone who lives her life in the wildest of nature will likely learn about endurance, resilience, observation and awareness, energy flows, resource efficiency, life and death, growth and decay. someone who grows up around stories and music will learn about motivations, about curiosity and learning, about pacing and tempo, about passion and imagination. about sound and silence, about rhyme and rhythm, about structure and creativity, expectations and originality. etc. etc. So each wizard would be fairly specialised. A player could learn from any number of them, but not all could be learned by any one character. I hope that made sense.- Milestones, signposts and streetnames
- Update #60: Camaraderie
- Any updates on the music and sound effects?
JUSTIN BELL WHERE ART THOU?- NEW IDEA: King of Dragon Pass-type adventures. Emergent non-combat gameplay.
One game which did this well was Quest for Glory, depending on which class you were you had different solutions to the same problems. For instance if you needed to get pegasus feathers, you had to get them from a hard to scale eerie. A mage could levitate, a thief with rope and grapnel and a sufficient acrobatics skill could pathfind it's way up there. Paladin's and fighters had to make use of a sort of catapult system.- Item attunement mechanic to extend item usefulness period
- my 2 cents about spells and exploration
I like the idea of areas you can't explore until you've gotten the requisite skills. IE Acrobatics to climb an object, or levitate to get over that wall, or a sufficiently high lockpick skill to get past the gate. The existence of the area itself will be incentive for the curious player to find a way to pathfind themselves in there.- How much stronger should you become when levelling up?
excellent example, though this is a typical example of something I'd leave up to the player. Say a fireball is relatively slow travelling, a noob player won't know it can be avoided, an experienced player will have positioned his team around side tunnels/exits the moment he encountered a firemage, so that they can easily step out of the way.- Josh Sawyer reveals some information about Project Eternity's attribute scores
it's still a shame we need to get our dev interaction via a different forum. I know it's not something we're entitled to, but it was something I greatly enjoyed.- Josh Sawyer reveals some information about Project Eternity's attribute scores
6 pages and no response? sadface.- RPG Codex Josh Sawyer Q&A
I loved what I heard about the sneaking, not so much this. I was hoping to craft my own blades, to fit my own playstyle. But since there's hinting at item-creation quests, I guess I can hope there will be a measure of customization in what you create that way.- Small suggestions. Easily implemented ideas, quickfire thoughts.
If you have a reputation as a do-gooder, or someone who takes all jobs without question (and I hope that gets tracked) it'd be cool if there are some quest givers who use you to do their dirty work. And for once it shouldn't be obvious that they're trying to manipulate you into doing something wrong. And when you get back, you don't get the reward you were promised. (but some potential of revenge or another resolution in the future) Not everyone has your best interests at heart, after all.- Fetch Quests: Repurpose, Don't Remove
- That Thing Obsidian Always Does
Make a list of responses per locale, or a few lists, and have npc's cycle through them. (randomly) I do like the havemet boolean idea. And if you want the same response for true and false, you can set that too. though I'd rather see it a numeric than a boolean, because that allows for a broader range of options. Then there is the question of time passing, if I click an NPC 10 times in a row, he shouldn't all of a sudden be familiar with me, so perhaps it should be saved by area load, or by day, I suppose. I guess it falls in the categorty of reactivity, it most certainly has to do with immersion. As for the poisoning the well argument, yes, if MOST NPC's are bitching, no doubt that's going to be true, I guess we'll have to pay attention to that and make sure not all NPC's sound like theyhate your guts. (unless they do)- Armour & weapon designs - a plea (part IV).
Can anyone show me some cool new world weapons? Blowpipes and obsidian axes, stuff like that. - More Mega-Dungeon Discussion.