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Brainstorming Thread: Show Me The Clever Players.

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Hearteater:
Did monsters used to die in the poison water?  I swear I recall that happening.

tigersfan:

--- Quote from: Hearteater on November 29, 2011, 04:02:03 pm ---Did monsters used to die in the poison water?  I swear I recall that happening.

--- End quote ---

Yep, but this was changed because of problems it was causing in multiplayer.

x4000:

--- Quote from: Bluddy on November 29, 2011, 03:57:01 pm ---Re: 2, what I get from that is that you can't have the environment damage monsters because you attribute any dead monster not killed by one player as having been killed by another? I guess that means players don't actually get to see each other in the same chunk...? Maybe you even create a different instance of each monster locally... That would make environmental damage impossible, since another player wouldn't have the monster in the same position. Yeah, that actually makes the most sense. So I'm guessing you do see some representation of the other player, but not exactly what they're doing. You probably update only monster health and status effects between players.

--- End quote ---

You're close, at any rate, with that last.  Though not having environmental damage from monsters is really bugging me more and more (it was bugging me even before you brought it up, but not as strongly).  I talked with Keith a bit via email, and I think I have a better middle-ground that will let us do environmental damage that is MP-safe without too much in the way of oddness.

Cyborg:
Without nailing down a very specific play…this is only an example of what I am trying to describe, and that is unifying the different parts of the game into one connected flow to create a unique character/experience.


For example, right now all of the tiles in a given area of the same type feel relatively the same. So I came up with the idea of "liberating" a tile, and once liberated, that tile could be coerced into some mechanic that would either contribute towards the settlement, the overlord they are rebelling against, or permanent player changes.

Right now you have a lot of side views of different kinds of houses and buildings; what if some of these were reserved for a liberated tile? For example, upon liberation, you use the smoke graphic and over the course of a few "turns," buildings appear and NPC's began to mill around and perform some kind of default construction of materials that get sent to your settlement, perhaps donate troops, or even unlock characters (personas?) that you can play. Allowing the player to configure that is a bonus, and even a, "thank you for liberating us from Overlord Foobar's henchmen. As a token of our thanks, we offer you…" Makes Toad look stingy.

What does this accomplish?
1) Real rewards that offer choices, acknowledgment and gratification for completing what amounts to a "level. " The settlement game isn't that in-your-face right now, doesn't really feel like you're getting anywhere when you complete a level.
2) For the settlement, the more tiles liberate, the greater the rebellion. Your choice in how to represent that rebellion, well, I think that's where the cleverness has to come in. That's where you decide what benefits and rewards we can choose from. If the overlords castle was a little bit more tricky, I think that could make some very appropriate rewards. Personally, I would like a mercenary to travel with me and take the fall. Perhaps even more dramatic, maybe have 20 NPC's rushing the gate at the same time. Even if they die, that's fine, it just has cool factor.
3) Your actions actually change the world. Right now, we have the distinction of making the world even more desolate by removing monsters.

I don't really understand settlements yet, as far as where you are going with it, but it should be something that grows with the player with each successive settlement, or perhaps give one main settlement that grows over time.
It would be nice if you gave NPC's a set of five behaviors, then we could have some kind of emergent town behavior. If this was meaningful in what their contributions were to the rebellion, even better. Having random word bubbles above some of the NPC's occasionally could be kind of funny. It adds a little bit of liveliness.

The overlord needs to be scaring the crap out of people, act menacing, and if that's not possible, play the comedic villain. Maybe send notes to the settlements (could do the same thing that the epitaph thread does, except make them letters from the overlord). Perhaps they could be read as speech bubbles by the NPC's.

I want my character to be different than someone else's at level 60. If we are all running around with the same look and the same spells, is just not as fun. A specialization would be nice. Red mage, black mage, white mage... just as an example.

And finally, I think that allowing people to make levels was a great idea. There are relatively harmless modifications you could allow, such as sprites to cover existing character/enemy skeletons. To some extent, modifying the game to allow for future purposes, keep that in your heads right now as you work on it. More hooks, more hooks.

superking:
some ideas that might reward clever play:

reflective surfaces- spell projectiles bounce off them, with a small % chance of detonating to stop infinite bounce between two opposed mirrors. p players rebounded spell can harm the player.

for bonus points, a spell that causes a surface to become mirrored

deployable barricade- another use for wood. deploys a blocking object. non-flying monsters will attack it if it lies between them and the player, eventually destroying it.

deployable palisade- another use for wood. deploys an object that blocks all projectiles until destroyed, but can players and NPCs can walk through.

for bonus points, one or more monster classes capable of deploying or behaving correctly in the use of a deployable palisade.

net- a spell that causes flying creatures caught in its affect to be dragged down to ground level and greatly slowed

slow burn - a spell that causes a slow burning fire at its point of impact, that deals damage to creatures touching the effect for the duration of the fire. this could be used in conjunction with blocking and traps to creative a roasting pit for enemy monsters

banish - a spell that causes enemies to vanish for a short period, before re-appearing where they were hit.

jump pad - a construction that, when walked upon, propells the monster or player high into the air. destroys itself after a few uses.

gaurdian - summons a magic globe that floats at the location it is cast that automatically fires projectiles at nearby monsters

constructable golems - immobile constructs that when completed, automatically throw spells at nearby enemies. can be placed to supress areas, help with bosses or defend villages. monsters attack and eventually destroy them. they require difficult to aqquire ingredients.

localised enviromental effects - areas in a cave where, eg, golden pollen seems to be floating in the air. so long as players or npcs are in the cloud, they maintain the heading and most the velocity they had when entering, and the effect of gravity is greatly diminished.

Prisms- class constructs that, when hit with a projectile spell, fire out a large number of identical projectiles at random angles (or distributed to be targetted at nearby enemies).

an enemy type that is fragile but very deadly that has the ability to immitate background objects (trees, powerlines etc). when the player comes near, it attacks.

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