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DF General Discussion / Re: Future of the Fortress
« on: July 27, 2014, 11:40:22 am »
Right now, AFAIK, every evil area has foul fog, evil rain, AND undead. When do you plan to give evil areas more variance/personality? For the most part, you've already explained your vision for non-binary good/evil sphere aligned areas, corruption by historical events and malevolent intelligences, and cleansing/purification, so mostly I'm just asking when and how? Like, what sort of stuff would go along with this or happen at the same time, and what needs to be in the game before you can even start working on this?
Relevant posts from the old dev page I found:
Relevant Threetoe story and analysis
Relevant posts from the old dev page I found:
Quote from: The old dev page
Core94, RANDOMIZED REGIONS AND THEIR FLORA/FAUNA, (Future): The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.
Bloat238, REGIONAL EVIL EXPLANATIONS, (Future): Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.
Relevant Threetoe story and analysis