RPGMM Forums https://www.rpgmmag.com/forums/ |
|
Chimera's Dream https://www.rpgmmag.com/forums/viewtopic.php?f=140&t=8500 |
Page 1 of 1 |
Author: | Feros [ January 15th, 2010, 9:09 pm ] |
Post subject: | Re: Chimera's Dream |
I'll give a more thorough response as to my opinions and critiques later, but for now I just have to say that this makes me feel...godly. Though I have to say I winced at the title Death of Feros. XP I'm sure it's all coincidence, but it made me chuckle. |
Author: | Lausen [ January 15th, 2010, 9:30 pm ] |
Post subject: | Re: Chimera's Dream |
I like the sound of it so far. I can tell you've thought a lot about the mythology of the world. The game can only benifit from that. It's deffinetly worth starting back up after your RPG Maker 1 keyboard project is settled. And I really like the headings. It makes the thread stand out. Consider me interested in this project. |
Author: | Thutmose [ January 15th, 2010, 9:42 pm ] |
Post subject: | Re: Chimera's Dream |
Lausen wrote: I can tell you've thought a lot about the mythology of the world. You have no idea. Like I mentioned in another thread, I've basically been thinking about this world on and off for ten years - I've done a lot of development on the mythological aspect. Of course, for the sequel especially, the mechanics of magic (i.e. "Essence") are very important. The path of souls through the afterlife, the identities and motivations of the gods, the history of the people, etc. There's also an invented language (it's actually very similar to the way Al Bhed works as far as letter substitution goes, but it's written much differently than english). I even took the invented language and made a computer font so I could type in it. Thanks for the feedback. |
Author: | Lantis [ January 20th, 2010, 6:15 pm ] |
Post subject: | Re: Chimera's Dream |
I'm actually quite interested in what you've got here. It all look great to me. |
Author: | Thutmose [ January 21st, 2010, 6:21 am ] |
Post subject: | Re: Chimera's Dream |
My main hurdle with this is the scripting. I need to script several custom systems, not the least of which is the item-synthesis system. Item synthesis in this world works like this - those who can wield Essence (i.e. magic) can shape and condense Essence to form objects. Your success in doing this depends on your skills in the art, your knowledge of the structure of objects (which can increase by examining objects, or by reading books about specific objects), your education (i.e. your understanding of Essence Synthesis Theory), item templates (specially constructed items through which you can channel essence to create basic or special items), and attribute templates (see below). With Attribute Templates, like item templates, you channel essence through these - but rather than directly resulting in the creation of an item, these templates influence the attribute of the the created item. For example - you start the game with basic synthesis knowledge but no equipment (it is a stealth mission, and all equipment you need must be acquired and discarded as you go along - think MGS). You eventually get to a point where you need a sword, so you use your command over Essence Synthesis to create one out of thin air. Now, with only the basic, start-of-game, knowledge you have, the sword you create is really simple. But, if you have an Attribute Template (which, may only be as large as a small coin, and is thus easily hidden, and is reusable), you can first feed the Essence stream through the template as you create the sword. Depending on the kind of AT, different effects will manifest in the sword. If you use a Flame Template, your sword will possess a fire attribute, for example. Different ATs might be fire, lightening, ice, poison, etc. Similar mechanics apply to armour, shields, and restorative items. Fire template and a potion? Burn Healing Tincture. Darkness template and a helmet? Blind-proof cowl. And so on. Item synthesis is not just going to be superfluous either. It will be a vital component - if you elect to take the brains over brawn path. By reading books, making contacts with black-market template suppliers, and researching & examining things in the world (big and small), you increase your ES repertoire. Need to take down a building, but an explosion is too high profile? Then use your knowledge of poison synthesis, architecture, and an attribute template, to create a powerful acid to eat away at key elements in the support structure. In the environment there may be templates of varying kinds that are hidden or a part of the natural world. You might find that natural objects like trees and rocks can be used as templates, or that old ruins and statues have interesting properties when Essence is channeled through them. Since equipment needs to be discarded regularly (you can't walk into town heavily armed and hope to stay low >_>), you're going to have to keep a look out for opportunities to use the environment to your advantage, and stopping to read a few books now and again wouldn't be a bad idea. Yes, this is ambitious. Which is why I really need to learn scripting to make it all possible. Chimera's Dream is only the prequel - Death of Feros is the really big game, so however ambitious this may be, DoF is doubly so. If/Once I do start working on this again, I may have to end up scaling down the feature-set. But what's so appealing about the scripting system is that basically anything is possible. |
Author: | Lantis [ January 21st, 2010, 11:04 am ] |
Post subject: | Re: Chimera's Dream |
That sounds like something that should have already been done by now... really great ideas you got. |
Page 1 of 1 | All times are UTC - 5 hours [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |