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Messages - Nivim

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1291
DF Suggestions / Re: Kohaku's Yet Another Magic / Wizard Rant!
« on: March 16, 2010, 04:54:11 am »
Predit: These things are getting too large! Also, I can't nestle spoilers. But I used them to show what parts add to the conversation and what don't. This is a very long post.

*Imaginary headdesk, many times. Real raising arms to the sky in frustration. Casts spell of frustration cancellation.* The current conversation isn't what I'm having trouble with though; I think having worlds generated with some magic-storing carnivorous slime would be awesome, although I don't think it should be that common because of incongruity with mysterious magic.

Spoiler: expectations (click to show/hide)

Spoiler: more (click to show/hide)

Spoiler: about the long post (click to show/hide)



Spoiler: adds:spheres (click to show/hide)

Spoiler: objectivity (click to show/hide)

Spoiler: adds:on components (click to show/hide)


I agree with Nivm.
No matter how you think of it, magic will at some level have to have a programmed system, even if its laws are highly mutable. At some level there will be mechanics to govern how procedural magic works, whether each sphere has a list of hardcoded or raw controlled effects, or whether a set of fundamental mechanics, are combined to create 'spells' and other magical effects.
Therefore, when something magical happens, there will probably be a [SOURCE] such as a sphere interaction with the creatures or land, that will have to be quantified in the code. It will may occur over a few frames or many, which is [DURATION]. The event will somehow have to choose legitimate [TARGETS] and so on. Even if it is possible for a world to be generated where nothing is ever [TARGETED], perhaps if every magical occurrence were environmental, the other mechanics would be required to make events sensible to the computer and the player.
The difficulty is in balancing procedural effects with the necessity of interpreting magic to the game's code.
Spoiler (click to show/hide)
I've talked about sources for magic, I even had a big yellow banner that said "Energy Sources"...  It's one of those things that I was proposing was to make multiple types of sources for magic, whether it is an "innate" ability, or something you draw out of living beings.
Or are you saying something to contradict Captaintastic's assertion that magic will be able to do anything, and are saying that the magic system will be very limited?
If that is the case, then I would only say it makes my attempt to lobby for these sorts of magic be included.
Yes, those energy sources would probably be included under the sources group. But we also need to include sources of influence, control, and change. There's not much reason to specify the types of magic sources, because we could come up with near-infinite examples. Instead, what sources do you think would probably break the system? Creatures, souls, gods, lands, and spheres are already defined, so there shouldn't be much trouble there.
 Magic should be able to do anything, so we need variable specifications for the computer that can handle anything.
 What does that last sentence mean?




1292
Roll To Dodge / Re: Elemental RTD (turn 57: The fight is over!)
« on: March 15, 2010, 11:52:48 am »
 I didn't see that experience error (intended, but still an error) in the Multiworld rules. A search for "ritual" only brought up the part about them not being mental actions, and Deamon's action (castle) doesn't seem to relate to what I did. In what direction will you make this consistent?

 Well, I was thinking of it in the terms of how you can have the two forces cancel each other out but not un-cancel the two forces into existence. I guess the difference would be you could only perform the transfer-intensity trick if each object already had just a small blessing or curse.

P.S. I am really tired, to the point of losing words when read and writing.

1293
Other Games / Re: My problem with modern games.
« on: March 15, 2010, 08:59:08 am »
 I wonder how to do that for something useful...only about 1/5 of those symbols display for me though.

1294
Forum Games and Roleplaying / Re: The Great Tower: A Dungeon Adventure
« on: March 15, 2010, 08:28:18 am »
 Armok, that's a bit vague, because we don't know what's risky till we try it or the elf answers. I also suspect that our previous epic failure was the GM's response to trying such packed commands.

> Ask Cacame about tips on how to reduce the danger of practicing magic.
> See what happens when you use the life rune with nothing else, if anything.

1295
Forum Games and Roleplaying / Re: You are in a dark room...
« on: March 15, 2010, 05:22:08 am »
 (Modern guns with clips can have many more than six bullets. I haven't researched, but the average number that comes to mind is 20. So this gun was probably missing shots.)

1296
Forum Games and Roleplaying / Re: You are in a dark room...
« on: March 15, 2010, 04:10:37 am »
> "Display club and kicking levels! Level up kicking!" then realize reality has finally truly gone off the deep end, and ask where the voice comes from.

1297
DF Suggestions / Re: Kohaku's Yet Another Magic / Wizard Rant!
« on: March 15, 2010, 03:33:43 am »
 Note that [DURATION] modifier will need to include more than just instantaneous/frame-number. Such as permanent effects, effects that vary with time, or recurring events ('at night', 'during a full moon', 'at the winter solstice', ect.) although those might be better placed under [CONDITION]...or perhaps a combination of the two. Time is generally important with magic.

 Also, what was your last paragraph trying to say? It seems to change format halfway through.

1298
DF Suggestions / Re: Kohaku's Yet Another Magic / Wizard Rant!
« on: March 15, 2010, 02:27:48 am »
 I thought I conveyed what I was trying to say, but apparently not (mangled or running sentences?)...or maybe it did, and I need to solidify the channel.

The schools thing I had was just a rough way of dividing up the way that magic could be used, so that there could be different skills associated with it.
The rough way of dividing it up would be [SOURCES:*:*:*...] [STRENGTHS:*:*:*...] [EFFECTS:*:*:*...] [TARGETS:*:*:*...] and possibly [DURATION:*]. You're talking about gameplay mechanics for a procedural game in which mechanics can change from game-to-game, with modding or world parameters. Although nothing is set in stone, and nothing ever is; we can gather from devlogs, forum posts, and DF talks what direction the game will go in, and what mechanics are being used as bases.
 We know the current version's biome system of Evil-Neutral-Good (for undead, unicorns, ect.) will be replaced by the Sphere system that gods use. Where some areas of land will have a list of spheres (storms, rainbows, and rivers)(death, decay, and blizzards) that determine what kinds of magical creatures will spawn there. Although no official has said this system will be used for other magic, don't you think will be? Being versatile, already successfully implemented (gods, cultures, creatures), and can even support the system you outlined; it sounds like the most likely prospect, and thus a good starting point.
 Oh, and Kohaku, you outlined things that have already been used in other games, and spoken of often in this forum. You can't say Toady hasn't thought about them yet.

I'm saying that rationale and good storywriting can be built out of virtually any system, provided you give people enough time to work with the concepts involved.
I need to object here; you know (your giant posts show you know) that there are many systems out there inconducive to storytelling.

 
What is important, however, is the way that magic actually changes the game for the player.  I am proposing a magic system where monsters (and other creatures, like elves) can pretty freely use magic from a small pool of racial spells (hence making monsters more individual), while adventurers could potentially be wizards if they grind the skill for it and keep a focus on supplying themselves with spell components, wheras there is a kind of magic that isn't just a liability for fortress mode.
And such a magic system is very limited and focused. Monster magic should vary based on the sources of that magic and should conceivably include all spells and effects; not just a small pool. The same goes for wizards, in that they should not be limited to spell components or the slot&formula based magic. What if you generate a world in which such ingredients are too few and far between to even bother with? A world where rituals and spirits are the way of magic instead? The system does not account for enough variation or improvisation.

Probably because the sheer amount of text would make even Proust's head spin.
Who is Proust?

Spoiler: Captaintastic! (click to show/hide)
Yes, exactly. So, Kohaku, can you imagine what idea-work would be useful? Considering the work you put into this I'm sure you'll find it...

Edit: Readability.

1299
Roll To Dodge / Re: Elemental RTD (turn 57: The fight is over!)
« on: March 15, 2010, 01:36:07 am »
 So we'll have a new player, I wonder how he'll be introduced, and if he'll be more entertaining that Abaddon.

 So you classify use of rituals under a completely different set of magic? I was adding that for flavor...and to explain polymorphing an enchantment instead of an object (although I know rolls decide things, I think I should have just flipped the coin, instead of both). Although I guess a [2] would be even less useful than a [1] in this case. Do I get ritual experience if not polymorphing?

 [ ] I keep the blessed coin outside of my main stack, and see if I can move the extremely malevolent coin with telekinesis. If so, raise it about 12m up and 3m right of the ship, then set a subconscious compulsion to hold it there so I can do other things [lets see if my imaginary counterpart can do that too]. If no, chuck the ring off the ship before the engines go out (mutated hand!).

 Just wondering, how large is the ship? A decameter is almost as long as my house.

 Edit: Why do you try to apply electrical charges to beatitude? Positive charge is lack of electrons and negative charge is surplus electrons, but a curse (which would correspond to positive charge) is not a deficit of blessing; it's and opposite force.

1300
DF Suggestions / Re: Kohaku's Yet Another Magic / Wizard Rant!
« on: March 13, 2010, 11:20:19 pm »
 You seem to have forgotten to factor in the large number of people saying "Let magic be magic!" at varying levels of coherence and eloquence. Magic should not be another industry or science, and although it needs to have a defined system for it to exist, that system should not be usable like any other tool. The sphere system we know will make the base for magic (even if we know little else) supports a set-up vague and mystical to the player. One which supports the story-generator of DF and enriches it...
Spoiler (click to show/hide)
...very much like that of a book. (I was pretty annoyed with this part; not all authors choose to make their magic like that. Some have it even more solidly defined [Imager Series by Modesitt] magic than most video games; needing "game mechanics" prepared for a setting comparable to real life instead of game life. Books where they (authors) only have to answer "a wizard did it" when a physicist would have to answer "because it does".) When you read Three Toe's stories, you can tell magic will not be something that can be measured accurately or sold commonly. Nor will it be divided into specific schools and specific effects (even if such effects would need to be coded in specifically). {Insert general ranting like this for another paragraph or two; wouldn't help.}

1301
Forum Games and Roleplaying / Re: You are in a dark room...
« on: March 13, 2010, 05:06:48 am »
 Stopping that bleeding is more important than a sash; bandage wound.
 Can we see the creature, through the glass?

1302
Forum Games and Roleplaying / Re: The Great Tower: A Dungeon Adventure
« on: March 12, 2010, 04:36:42 pm »
 Yes, but try and be careful, especially with expansion+fire. And definitely with expansion+void!

1303
Forum Games and Roleplaying / Re: You are in a dark room...
« on: March 12, 2010, 04:15:36 pm »
 Inventory. Bandage wound. Knock ball out with table leg.

1304
Forum Games and Roleplaying / Re: You are in a dark room...
« on: March 11, 2010, 11:34:34 pm »
 Remove ball from slot and squeeze it anxiously while looking down the hall. Smell the ball; plastic or sweet?

1305
Other Games / Re: My problem with modern games.
« on: March 11, 2010, 06:38:21 am »
*Claps slowly from a chair in back.* This thread was highly entertaining, however I ran into very little solid information. I can be very sure what's inflamed a lot of people who play games though.

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