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Topics - Zonk

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16
Slaves to Armok: God of Blood / A New Rant
« on: August 27, 2005, 09:28:00 am »
You thought I had stopped. Wrong! Here are some comments and/or ideas on the next release and on some things needed...


"Mayhem Visits the Quaint Thorpe"

/Real Buildings (with Doors and Windows!)
|City Walls
|Roads
-----
These are nice, and they don't seem THAT hard to program.
I suppose that a building/wall could be considered somewhat like
a BIG item that is on the ground, while roads are just alterations
to the ground by trampling it(like making trampled dirt roads)or
by placing stone blocks on them.
Also you should start implementing the concept of "ownership"on
these things, so If you try to destroy these buildings(not impossible
if you are a titan or a strong human with a pickaxe)the owners and/or guards.
I would also like VERY much if you would allow the player to construct his
own buildings. This would use an interface similar to the current one for making
pants/shirts and so on, but to build an house you would most probably
use wood. You might use stone if you managed to get some from the ground(pickaxes
again!). Of course building a big villa complete with a swimming isn't easy, but
then all that I'm asking is to be able a little hut or a wooden cottage. Obviously
WILL also require a lot of time in addition to work. It's not like you can patch
two or three wooden planks together and then have a nice home.


|Put in some decent creature AI (or at least begin)
|Starting conversation interface with shops
-----
AI is important, but for the moment we can be happy with 'decent'AI, as you
say. Basic AI would, for hostile creatures, be mostly knowing when to attack,
when to retreat and where to aim their blows. Guards would try to kill
a player who steals from shops. There should be some kind of legal system...
but that's for the future!
About AI, it might also be nice to put some complex spell that allowed
you to charm creatures into following your orders. Charming shopkeepers
would be a way to steal, but the guards might not like this use of magic...
Regarding conversations, some basic things that should be in would be
asking for directions, asking for local shops, local creatures and so on.
You should also be able to at least TRY to barter with anyone.

|Weapon and armor stores
|Combat style teachers
|Magic shops
-----
We REALLY need to be able to buy and/or make some different kinds of armor
and weapons. We need different types and forms of swords, daggers, knives,
axes, spears, halberds, maces, hammers, and maybe flails and whips.

For armor, we should also have helms(possibly open-faced), boots,
gauntlets and leg-guards. These could be done in many ways.
You could make an extra-thick shirt or pair or pants and call
it 'cloth armor', use the skins of tough creatures to make hide armor
or you could make more complex armors like chain and scale mail(that would
make dragon hunting useful, but scales can also be made of bone or wood).
Plate mail would also be appreciated. Also, shields should be in,
The problem is...how would the player build the more complex armors in-game?
That would require the addition of mining and forging...And these would probably
very complex things.

Some ideas for basic enchantments on magic items. Since this is a wonderfully
complex game, we can't have things like a +1 sword or a +4 armor of deflection.
No! We need things that somewhat make sense..

armor:
increased durability/hardness, reduced mass(these refer to the armor...not to the wearer!)
boosting strength by some amount, making areas covered by the armor heal faster

weapons:
increased durability & hardness(that would simulate a plus to damage, by virtue
of allowing you to penetrate armor and tough skin. also, when real parrying will be
in, you will be able to cut lesser weapons), increased edge for beheadings and mutilations
with a 'blade of sharpness',
striking part(not the hilt, hopefully!)being red-hot or freezing and causing appropriate wounds, arrows that fly farther and explode on contact, items that return back to you when you throw them, draining stats, blood or energy.

'Slaying'weapons could probably work with reactions. For example a DragonSlayer(TM)
sword would be set up to dissolve and/or burn the dragon's flesh once in contact with it.

Also it would be nice to have sullies.


other items(rings, amulets, articles of clothing):
increased durability & hardness...ON THE WEARER'S body, improved healing rate,
making the wearer not bleed(Excalibur's scabbard had this),
boosting stats by some non-trivial but nice amount(+10 for a decent item
sounds Ok to me).


Also note that in most RPGs you can't get the effects from more than 2 rings.
In armok we should be able to do so! The only limit to how many rings you can wear
and get magic effects from should only be the ones that can fit around your
fingers and toes, and you could also have the rings adapted to be earrings.

All magic items might have a chance to emit light or to have symbols floating around them.
And some items could be "activale", that is not always on. They might have charges,and
once they are finished you can just throw the item away, or the charges might be
restored by a magician, some strange ritual or just with time. For example
you could have a talisman that once per day allowed you to become a giant(doubling
all your dimensions and giving appropriate strength bonuses to support your now
massive weight)without bursting your armor, or a sword that, in addition to being
very sharp, could also detonate enemies on command.


|Curses (undead, etc.)
-----
Yup. You would(should) be able to be a vampire, a zombie, a mummy or
a ghost, or you could meet them in your travels. Or you could
use some corpse processing + spell. It's not that hard:
for a mummy, you would have to clean it by removing all rottable things
like organs, washing the body and then having it dry in the sun. Then
you would embalm it or something and cast your spell, and you would have
a servant who is much stronger, faster and tougher than a zombie, but
not more intelligent(and somewhat more vulnerable to fire).

Being a ghost could also be simply done as just being a soul without the body,
but capable of using some specific magics(like telekinesis).
When the player slays a very important NPC we could have it, after some day,
turn into a Revenant and hunt the player. Might be a nice surprise!

Lycantropy/theriantropy would also be nice, but I suppose that actual
morphing is much later in the list. And we would need actual moon phases.

There should also be many non-undeath non-turn-into-a-man-eating-monster-at-full-moon
curses. These could also be simple things, for example being attacked by relatively
pacific animals(yup. attacked by rabbits and ants. scared?),

Cursed items...I might have placed this under the above section but still...Anyway,
unlike other games we could have cursed items that you can remove or throw
away if you want, but that you WON'T easily know are cursed, or that compensate
the curse with good bonuses. Or perhaps they are actually items with great powers,
but every time you use time it costs them something, like you loose 1 from all
your mental stats, or you the item drains blood from you.

some cursed item effects: decrease stats, gradually becoming smaller and smaller,
rings that crush your fingers, amulets of strangulation, armor of stritulation,


I hope someday we can have the game generate great artifact with apprpriate
drawbacks. Think to Stormbringer. It DID try to control it's wielder and do things
that aren't nice, but still it was a very powerful item, able to penetrate most
armor and damage outerworly creatures, not to mention the main power, that of
absorbing the vitality of your adversaries.

|Correct Post-Travel Mode Placement
|Refine the Civilization Entities
|Add Local Civilizations below the World Level
|Fix some strangely placed building bugs (yet to be created bugs, but there will be some)
--------
Nice things too. I haven't got much to say on these, honestly.
I would like to see some bandits, travelers and highwaymen on the round, though,
and for people in different towns to wear different kind of things and carry
different types of armor and sell different things and so on...


SOME GENERIC COMMENTS:

This release will, hopefully make the game MUCH more enjoyable and allow some kind of continuity and REAL meaning to the game. You might be gain money by selling off
body parts of animals, or chooping trees(how would you carry the trunk, though?
if you are an human you should be able to use some sort of 'drag'mode).
You could then buy some nice, useful items, especially armor and weapons, but
you might also be able to create them yourself.


Also, since we are going to have curses and some character continuity...

THINGS THAT WERE IN THE PLAN FOR "You Finally Aren't Naked":


GENERIC THINGS TO DO FOR THE NEXT RELEASE:

Descriptions for body parts. They are there in the encyclopedia, but
not in-game for severed limbs and organs.

Add waiting options like "wait until sunrise"or "wait until sunfall". This
is useful for creatures that turn that turn to stone during the day, and then
it's irrealistic for them to have to wait in 8 hours chunk instead of just when
they regain movement. This wouldn't be that useful for shadow demons, assuming
they found a place to hide during the day, because how could they notice when it's
actual sunrise?(perhaps by watching outside from the cave but it might be dangerous).
Some creatures could actually have perfect timing or an internal clock and thus
would be able to wait until precise times.

Fix the Editors to appear in ALL resolutions, both in full screen and in windowed
mode.

Allow a preview for the player deformations. Also, It might be nice
(and possibly not that hard) for customizzation to allow the starting player
to have symbols on some body parts...that is, tattos!.
Not THAT important but would look nice.

Also allow 'blank'symbols, and then when they are used in game you could
select their color.


Symbols might also look nice if we found a way to put them on armor/weapons:
something like the smith's signature, for example, or the symbol of a certain army.
And they are VERY important things for things like flags and a Knight's shield.

Also, it would not be bad if we allowed the player to make his simbols using
colors and a 'Painting'(or 'Drawing'skill). They player would simply use
a modified symbol editor in game, but he would be limited by the size of
the thing he is painting on and the colors he possesses. Colors would
be obtained mostly from plants(berries) and minerals, but you could use other substances
as well... "Wow, that shade of red looks like REAL blood." The actual design
that would appear on the item would be somewhat modified by the player tools
and/or dexterity. Also a design could be stored in the player's memory.

Sculpture might be somewhat harder to do, but I can think of a nice way:
It would be done by starting from a block of some hard material(usually stone,
but also bronze or bone)and then crafting it either from memory or model, for example making a sculpture of that dragon you slew, or part-by-part, with an editor
that would allow you to make abstract figures, like a four-armed humanoid and so on.

Music is mentioned in the Future page under "Interface".
"Perhaps in certain contexts the player might play notes on an instrument.  These could be played through the speakers for added effect...  will have to look into it."
This doesn't look that HARD, compared to other things you did. We could also
associate specific notes and generated sounds to animals, but also to cultures, so
for example different civilizations/subcultures would automatically make musics with
different moods, notes and rhym. A war march would sound very different from a
drinking song!


Fix the starting material for weapons.


Some of the densities for materials are off. I may have already said this,but..
(pure)Gold is 19.3
Platinum is 21.45
Mercury is 13.6
Silver is 10.5
Ice has a density somewhat lower than that of Liquid Water. Probably around
0.95
Copper is 8.93
Nickel-Iron might be right at 7.4, but pure Iron is around 7.86


Also it would be nice to start thinking about the possibilities of basic
"alloys"with properties derived from the % of materials forming them.
Of course, you can't make alloys with everything. In the editor we could simply
select with which materials a material might be alloyed with. THEN we could
choose if the alloys properties are generated completely using some kind of calculations
OR we can customize the alloy while still allowing for different % of metals.
This is important not only for various kinds of steel, but also for
currencies...
So for example we could have different coins with different percentages of
gold and silver(from what I know, in the ancient world and in the Dark Ages all coins
had value because of the material they were made of - not because of the authority of the state who minted them).
Some smart guy might even try to cheat merchants by minting his coins using a much
lesser percentage of gold. Of course since most merchants aren't fools they could
check the coin's weight using a scale.


In Item Editors:
Implement components that are actually more than one part. Without this, you
can't do things like scale and chain mails.

[ August 27, 2005: Message edited by: Zonk ]


17
Slaves to Armok: God of Blood / A crazy conversation on #bay12games
« on: August 29, 2004, 06:40:00 pm »
Session Start: Sun Aug 29 23:21:09 2004
*** Now talking in #bay12games
*** Topic is 'www.bay12games.com | Armok release "You Finally Aren't Naked" out now: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=1&t=000254'
*** Set by zip on Thu Aug 26 17:13:55
<Zonk> wow
*** Zonk[slerping] is now known as Zonk
<Zonk> everybody's asleep here? :-)
*** t[food] is now known as ToadyOne
<ToadyOne> woot
<ToadyOne> just got back
<ToadyOne> zip is at the pub
<ToadyOne> TT is fixing cars
<Zonk> the great toad has awaken!
<Zonk> all hail him
<Zonk> Fixing cars?
<Zonk> strange
<Zonk> By the way...did you read my bug repot about mass?
<ToadyOne> well, changing a battery
<ToadyOne> yeah
<Zonk> also..another bug is that heat cone is hard to use...it's hard to use to set trees aflame..and when you do it it crashes after some time.
<Zonk> still, it's a GREAT version
<ToadyOne> easy to fix
<ToadyOne> it just counts it once for each inventory contact
<ToadyOne> instead of making a list of the items
<ToadyOne> and adding them up after
<Zonk> Also, 2 things:you REALLY must delete my old armok creatures, since I'm ashamed to have created them...I was about 13 years old at that time :-)
<ToadyOne> might just be that there are so many twigs and things -- I'll make a note
<ToadyOne> I think I'm going to put out a little character generator in a few weeks
<ToadyOne> whenever I can get to it
<ToadyOne> he he he he.  okay, I'll take them down.
<Zonk> By the way....aren't splinters from detonation supposed to hurt more?
<ToadyOne> does the drow work?
<Zonk> the drow works fine.
<ToadyOne> there was an incapatibility with the old one
<Zonk> it's the bovine and the giants that are ugly.
<ToadyOne> because the form node thingies weren't defined
<ToadyOne> only caused a problem in the new release
<Zonk> actually, the bovine died in the moment the game started I think. It was cool otherwise.
<ToadyOne> they'd hurt more if they moved at the proper speed
<ToadyOne> but you see how the splinters fly very slow
<ToadyOne> he he he
<ToadyOne> splinters would probably shoot off very far if the thing detonated
<Zonk> Also..maybe it's because I formatted my computer but...Is there supposed to be a specific font for playing armok?
<Zonk> It has some sizing problems...
<Zonk> Nothing really bad, but it looks ugly. I tried changing the values in the options file but it still can't get the perfect ones
<ToadyOne> fonts are a huge problem
<ToadyOne> I have my own graphics file
<ToadyOne> if you try to use pregenerated windows font
<ToadyOne> it goes really slow on some older video cards
<Zonk> Understood.
<ToadyOne> the "old_text" option should let you use those fonts
<Zonk> Also, another little request...COuld you set it so that death NOES NOT reset the material?
<Zonk> like...if I turn a tree to stone and then detonate it..I get some stone to work with!
<ToadyOne> which material?
<ToadyOne> I could look into it -- I'm not sure what the mechanics of that are
<ToadyOne> might be the same thing that causes the skin to change to default species color
<ToadyOne> like you can be a black guy, but when you die you become tan
<Zonk> altough stone splinters might cause MORE damage than wooden ones, of course
<ToadyOne> because tan is the default human color
<Zonk> toadyone:i noticed this "dead people change color"too
<ToadyOne> just a matter of saving texture memory
* Zonk nods
<ToadyOne> I have to program a bit of a work around, but they should have proper color/mats when I do that
<Zonk> Also...another things I tested.
<Zonk> I managed to build 'shadow pants'...When I used them in sunlight, they did not burn.
<Zonk> (they did not become...'hot pants''
<ToadyOne> hrm.  I think items might not be placed in the reaction code, other than melting
<ToadyOne> he he he
<ToadyOne> I read your log with zip
<ToadyOne> there were other puns
<ToadyOne> other...  things
<Zonk> It's a shame I haven't logged the conversation with 'and which parts go trough which holes'
<Zonk> I'm logging now, of coruse
<Zonk> I also read your talk with your brother :-)
<ToadyOne> it was probably degenerate
<Zonk> Just take no offense when I said that you are a family of twisted monsters because you are toad-like and he only has 3 toes :-)
<Zonk> YOu know, I begin to think that Armok might REALLY become a decent, playable game, enjoyable by normal people.
<Zonk> After 4 years of my life spent thinking about it...
<ToadyOne> yeah, I've been thinking about it for like 11
<ToadyOne> it definitely has potential
<ToadyOne> it is just a grueling process
<ToadyOne> three toe is from a guinea pig
<ToadyOne> they have three toes
<Zonk> About twisted families of monsters...Will there be an 'npc creator'for universes?
<Zonk> to create important adventures/npcs/rulers?
<Zonk> (but also unique dragons/demons)?
<ToadyOne> yeah -- there's got to be
<ToadyOne> I imagine it will be like the species editor
<ToadyOne> but with more options
<Zonk> Also...anotehr thing. You mentioned the choiche of startign entity in char generation.
<ToadyOne> and you can hide the bodypart stuff if you don't care
<ToadyOne> like just do the sizing and deformations
<ToadyOne> to make him look how you want
<Zonk> Would it be possible having some 'default'entities like 'warrior's guild'that give you some skills and base equipment?
<ToadyOne> then set up the personality
<Zonk> (of course only for testing)
<ToadyOne> yeah.
<ToadyOne> well, hopefully the entities would have those choices in the end
<ToadyOne> so each civ would have the kinds of professions that are normal too it
<ToadyOne> and you could start as a beginner in one
<ToadyOne> or you can start as an outsider
<Zonk> Exactly what I said.
<ToadyOne> but in the beginning
<ToadyOne> yeah, before that
<ToadyOne> but I mean, it's not just testing
<ToadyOne> that's how the games probably going to turn out
<Zonk> Then whe will have even more complex entities, like royal(or not?)families
<ToadyOne> I think it seems sensible
<ToadyOne> maybe as late as dead parents...
<Zonk> the jach.jpg remembers me the late Cthulu :-)
<ToadyOne> is that what the plan says?
<Zonk> Dunno. The plan files I have saved are about 1 year old
<ToadyOne> I get lost in my own plans...
<ToadyOne> that's why I write things down
<ToadyOne> he he
<ToadyOne> that is Faustus "ThreeToe"
<ToadyOne> ThreeToe's former guinea pig
<ToadyOne> lemme see...
<Zonk> Faustus has bloodshoot eyes...scary.
<ToadyOne> he was just interested in food
<ToadyOne> he made a high-pitched sonar noise
<ToadyOne> when he wanted carrots
<ToadyOne> dead parents:
<ToadyOne>    //**Finish Character Generation Interface
<ToadyOne>    //**More Player History Events + Realizations
<ToadyOne>    //**Player Starting Location and Situation
<Zonk> ToadyOne:just interested in food...another scary phrase!
<ToadyOne> that last bit is the family stuff
<Zonk> History Events need to be decent... not just curses from the gods!
<ToadyOne> but i can do a bit before then
*** zip|woek has quit IRC (Ping timeout)
<ToadyOne> yeah.  it should actually read like a life story in the end
<Zonk> Like...'in your youth you lost an eye' but could also be 'on your birth you where blessed by the local priest'
<ToadyOne> not like some kind of retarded greek tragedy
<ToadyOne> written by a 4 year old
<Zonk> like, you could even have 'fates'...of course, more detailed than the TOME ones.
<ToadyOne> yeah, the plot depth will be up to the player, I hope
<ToadyOne> I'm going to use dwarves to practice random plot generation
<Zonk> Will there be an option for starting age?
<ToadyOne> it'll be hard to make it not sound stupid
<ToadyOne> I suppose there could be -- it has to inject you into the old universe files
<ToadyOne> if you are too old, it might seem weird
<ToadyOne> but I guess it's not a huge problem
<Zonk> I think it will be hard to implement aging for every species...
<ToadyOne> yeah, I'll need a generic formula for most
<Zonk> A good way might be to allow 'types of agings'...like for humand and other hmanoids it's based on overall size
<Zonk> while for dragons, demons(and wine)aging is good because it makes them become more powerful.
<Zonk> By the way...I have been experimenting with species editor...And potential and difficulty...what's the difference between 'rust' and 'demote'speed?
<ToadyOne> but grapes themselves don't like it much
<ToadyOne> rust is just a temporary minus you can work off
<ToadyOne> demot speed is how much rust it takes for a full demotion (permanent)
<ToadyOne> so, you can imagine a creature
<ToadyOne> that never demots
<ToadyOne> but can become rusty quickly
<Zonk> Are they currently implemented?
<ToadyOne> so it can come back and realize it's full potential
<ToadyOne> yeah, I think they are
<ToadyOne> demot might be a little hairy
<ToadyOne> rust is in
<ToadyOne> doesn't talk about it though I don't think
<Zonk> Also..Don't you think that a potential of 50 for Strength in humans is low?
<ToadyOne> my interface is alway way behind
<Zonk> Altough probably at some points in Strength training mass increases too...
<Zonk> since strength is relative to mass...strength training increases mass AND strength?..umh..confusing
<ToadyOne> probably is a bit low.  my governor, arnold, was a big guy
<ToadyOne> probably many times my strength
<Zonk> Wow...You live in California? :-)
<ToadyOne> yeah
<Zonk> He still is a big buy, altough he's probably rusted a bit.
<ToadyOne> near san francisco
<ToadyOne> yeah, but the makeup might keep his mass the same
<Zonk> of course dexterity and endurance are harder to raise with training...especially dexterity from what I know
<ToadyOne> I guess it depends on what dexterity is
<ToadyOne> people can improve their coordination
<ToadyOne> and their flexibility
<ToadyOne> but I might have coord. as a skill...
<Zonk> possible.
<ToadyOne> with dexterity the body-based component of it
<ToadyOne> it's kind of ill-determined now
*** TT[fixingCars] is now known as ThreeToe
<Zonk> Like we might have weightlifting, a skill that allows to lift weights in certain, more efficient ways
<ThreeToe> hey Zonk!
<Zonk> or 'throwing', another skill that increases the effect of strength/dexterity
<Zonk> hey 3toe!
<Zonk> 3toe:You know...I still remeber the story you wrote about the adventures of a certain 'steel man' :-)
<ThreeToe> thanks for recommending this chatroom, i dont think i would have started programming again without it
<Zonk> Is it my impression or even with a starting skill of 100 in magic...considered average...the ranges/radiuses for spells are a bit small?
<Zonk> :-)
<ThreeToe> i forgot that story :d
<ToadyOne> Didn't I write that?
<ToadyOne> I remember writing the song.
<Zonk> yes
<ThreeToe> i mean  :)
<ToadyOne> the flight release was to do all of that stuff
<ToadyOne> I wanted to do wrestling before climbing
<Zonk> Then these pesky humans will climb my titan and put a sword in my jugular!that's bad! :-)
<ToadyOne> because it uses a lot of the same things
<Zonk> flight with stomping?that's good.
<Zonk> so we can have..aerial bombing!
<ToadyOne> or even just simple tree climbing
<Zonk> immaggine a flying titan who can drop huge boulders on a town buildings...
<ToadyOne> he he he
<ToadyOne> flying creatures will be kind of hard
<ToadyOne> only a little bit of the map is loaded
<ToadyOne> so they'll fly off the map and back again
<ToadyOne> a lot
<Zonk> Umh..an human is whitstanding my blows...strange
<ToadyOne> I haven't gone through and checked all the numbers...  just no reason to bother yet
<ToadyOne> most things don't make any sense
<Zonk> Okay...got the 69 kg corpse from the human after detonating his jugular...now i'm throwing it
<Zonk> Funyn!
<Zonk> At the second try, I hit a tree with it
<Zonk> It flew about the same distanec as the tree
<ToadyOne> he he
<Zonk> I set a tree as a target...The i ran away...very away.. I threw the body...It must have flew a mile or more!I mean...I passed SEVERAL screens... That's a world record! It's a shame the Olympics ended a few hours ago
<Zonk> And I managed to keep it up, following the projectile in mid flight!
<Zonk> So, projectile need to be way faster
<ToadyOne> he he
<Zonk> About that...I know it sounds stupid...but when you do entities and so on...and quests...
<Zonk> could you have something like little sports competition so we can test physics/weights/various things and at same time win prized?
<Zonk> i mean competitions in game, of course...like true trunk-tossing
<Zonk> another bug:if you use an arrow to hit something, it gets ruined, but items like corpses don't
<ToadyOne> he he he...
<ToadyOne> I dunno how far allow scripting will be
<ToadyOne> yeah, you can't damage corpses yet
<ToadyOne> since they have real bodies
<ToadyOne> it would take a harder bit of code
<Zonk> Some simple things could be running and throwing.
<ToadyOne> I haven't done yet
<Zonk> You could cheat with magic, of course.
<Zonk> Does throwing and damage differentiate for the form of the item?
<ToadyOne> what do you mean?
<ToadyOne> there's no air resistance or anything
<Zonk> For example...If I hit a monster with two items...and one is a blade and the other is blunt...is there a difference?
<Zonk> other than the type of damage?
<ToadyOne> the edge multiples the damage
<ToadyOne> and it checks the lengths and things
<ToadyOne> and the type of damage influences bleeding and severing
<Zonk> Multiplies the daamge?remembers me of gurps impaling/cutting
<Zonk> actually..what is 'cellular damage'?
<ToadyOne> I think it does something like force * edge
<Zonk> I always thought it was damage caused by things like acids or fire...
<ToadyOne> that is just supposed to be the damage you get from not breathing/having a liver
<ToadyOne> those things have to kill you
<Zonk> Understood...similar to cancrene, then...or insufficient body functions.
<ToadyOne> it's like high toxicity of blood or lack of oxygen
<ToadyOne> yeah
<ToadyOne> it's how rot spells might work
<Zonk> Anyway...when are senses going in?
<Zonk> So I might make the eyes tissue of my drow start to SLOWLY burn/itch in sunlight?
<Zonk> (i could do it now but being blind seems to have no game effect)
<ToadyOne> god I dunno
<ToadyOne> somewhere in there
<ToadyOne> I can add stuff whenever really
<ToadyOne> the fans need to prioritize!
<ToadyOne> I don't care too much
<Zonk> of course.
<ToadyOne> there are certain things that come before other things
<Zonk> How will you simulate blinding?the screen would just become blacker and blacker?
<Zonk> toadyone :of course...we had magic before clothing :-)
<ToadyOne> well, that, but I was thinking of showing pulses of color for sounds and feelings
<ToadyOne> so you can still kind of make your way around
<ToadyOne> blind people aren't completely helpless
<Zonk> Right.
<ToadyOne> it's like the bible!  magic before clothing...
<Zonk> And I remember that materials have values like taste and smell.
<Zonk> lol
<ToadyOne> but there are no fig trees
<Zonk> well..you can build pants made from generic trees
<ToadyOne> and you'd better.  guilt is a hard enemy to overcome.
<Zonk> Then, again, we need no fig trees as all characters lack certain...attributes?
<Zonk> And I don't mean stats :-)
<Zonk> And womans have horrible faces
<ToadyOne> well, not all women are cute
<ToadyOne> I need to have the big round biker chicks and stuff
<ToadyOne> this isn't a regular fantasy rpg
<Zonk> Ogresses
<Zonk> Exactly!
<Zonk> So no stereotypes, like beautiful women warriors and so on.
<Zonk> hell...I think when there is char generation I will create an HORRIBLE warrior full of scars!
<ToadyOne> that's right
<Zonk> I might call him 'scarface' or something.
<ToadyOne> he he he.
<ToadyOne> of course, this initial character generation will only let you go so far
<ToadyOne> I can't do much in two weeks
<Zonk> YOu mean it won't allow scars?that's right.
<ToadyOne> just let you interact with the skin color and deformations
<ToadyOne> the simple stuff
<Zonk> But the deformations are good enough.
<ToadyOne> entities won't even exist
<Zonk> And beards and hair?
<Zonk> (but no bearded women until we create dwarves, please!)
<ToadyOne> he he
<ToadyOne> I'd have to add some hair deformations, I haven't done any of that yet
<ToadyOne> do all men have beards now?  I don't remember
* Zonk has a beard since he was 11...
<Zonk> Also, you could add visible hair in other places...like armpits
<Zonk> So spelguru can have some fun with his perveted fire spells!
<Zonk> Toadyone:all men have a strange beard now.
<Zonk> in the editor it seems there are models for moustaches and full beards.
<Zonk> I also hope you might be able to edit the height/weight of  your character...
<Zonk> I suppose that might bring some disadvantages, too.
<ToadyOne> armor would probably be harder to find and more expensive if you always choose the biggest size
<Zonk> Yes, and if you do it yourself it would take more material.
<ToadyOne> once it makes the items fit right
<Zonk> Plus, you would have problems in caves.
<ToadyOne> just like poor people with giant feet
<Zonk> I think the tallest human in the real world was 12' feet tall
<ToadyOne> and the dragon would think of you as a more filling meal
*** TT[chess] is now known as ThreeToe
<Zonk> YOu could walk hunched over...and that would cause cellular damage to your spine, until you become crippled for life!
<ToadyOne> there was that one guy with a genetic disorder...  he's 30 and still growing
<Zonk> ToadyOne:30 and still growing?
<Zonk> scary
<ToadyOne> something like that
<ToadyOne> he lives in eastern europe
<Zonk> probably a problem with hormones
<Zonk> hormones cause all sorts of funny thing, especially testosterone! It's BAD to have to shave every 2 days to look presentable
<ToadyOne> I think his pituitary gland never told him he left puberty
<Zonk> Every day I met someone(especially females)they tell me I look about 20-30. In my first day at high school..they tought I was the FATHER of one of the boys! Scary!
<ToadyOne> damn!
<ToadyOne> do you have a dwarf beard?
<Zonk> no
<ToadyOne> hairy back and arms?
<Zonk> yes
<ToadyOne> ageless eyes of vast intelligence and experience?
<Zonk> my beard doesn't grow more than 4-5 centimeters after a month...
<Zonk> "ageless eyes of vast intelligence and experience?
<Zonk> that sounds good.
<Zonk> I suppose i'm smarter than a normal 16-years-old.
<Zonk> If I weren't, I would prefer playing Quake and Half-life to Armok, don't you think?
<ToadyOne> he he he
<ToadyOne> or even normal 30 year olds
<Zonk> lol
<ToadyOne> who vote
<Zonk> you are 26,If I remember well...Your brother is older,right?
*** zip|woek has joined #bay12games
*** zip|woek is now known as zip
<zip> yo all
<Zonk> hello zip.
<ToadyOne> TT is 29
<ToadyOne> yerg
<Zonk> 29?that's approaching 30...
<zip> ling
<Zonk> By the way...What about posting this BIG log on the forum?
<Zonk> On a new topic(or I could use the "Bay 12 Channel  
<Zonk> one)
<ToadyOne> yeah, feel free to post whatever you want
<Zonk> good.
<Zonk> There are people who like to post POETRY on your forum, you know? :-)
<ThreeToe> hehehe
<ToadyOne> you should post some
<Zonk> note:make a random art generator for when we will have entities. We need kobold dung statues!
<ToadyOne> it would be easy to do better
<Zonk> (actually, I heard statues aren't hard to implement, they are similar to clothes)
<ToadyOne> he he he.  it's on the list actually
<ToadyOne> yeah, same thing really
<ThreeToe> you dont have dung material yet?
<ToadyOne> statues of specific people is harder
<ToadyOne> nah, no intestines
<ToadyOne> no stomach
<ToadyOne> no pancreas
<Zonk> No interal organs.
<Zonk> Internal
<ThreeToe> you need pancreas for dung?
<Zonk> Just the primary body parts...sounds easy.
<ToadyOne> well, it helps digest a bit
<Zonk> ThreeTOe:kobold dung statues was just an example.
<Zonk> Yo could have solid blood statues...
<ThreeToe> thought that was for diabetis?
<Zonk> or even..(shudders)...statues made of stone
<Zonk> Or from bone, and so on.
<ThreeToe> or steel
<Zonk> I think it would be easy to transform a 'statue'item into a creature, like a golem, right?
<ThreeToe> that could kill you
<Zonk> with the proper spells and rituals
<ToadyOne> it would be a little hard
<Zonk> you might just have to give it a 'primitive'soul and it could obey your orders...think about creating a Frankenstein monster by sewing various body parts :-)
<ToadyOne> because it would need to point back to a species definition right now
<ToadyOne> and there wouldn't be one ready for it
<Zonk> ToadyOne:Well, we(we = you)can work on that.
<ToadyOne> I'm going to try to add extra body parts to lead into completely species-independent bodies
<ToadyOne> but it is  long journey
<ThreeToe> do you do any programming zonk?
<Zonk> ThreeToe:I tried some C++...It's hard but with time I should learn.
<Zonk> We should also study it at school.
<Zonk> I managed to create something liek a program to calculate Archimedes'push...I could have used EXCEL and did 1/10 of the work, but it was fun.
<Zonk> And I gave some gazes to the source codes of tome
<Zonk> Anyway, I think I have to quit in a few minutes
<ThreeToe> i learned from BASIC- i dont think they make that anymore
<ToadyOne> best not to look at my code.  it is bad learning material, cuz it sucks
<ToadyOne> what time is it over there?
<ToadyOne> 2 am?
<ToadyOne> 1 am?
<Zonk> It's about 1.37
<Zonk> :-)
<ToadyOne> zip + 1
<ToadyOne> me + 9
<zip> yup
<Zonk> Anyway, thanks for the conversation and everything, and for listening to my strange but useful rants and ideas
* Zonk waves
<Zonk> I'm posting the log on the forum
*** Disconnected
Session Close: Mon Aug 30 01:38:50 2004

18
Slaves to Armok: God of Blood / a new rant!
« on: August 28, 2004, 07:47:00 am »
A confused rant...Not that my previous rants were less confused...

/Real Buildings (with Doors and Windows!)
|City Walls
|Roads
|Put in some decent creature AI (or at least begin)
|Starting conversation interface with shops
|Weapon and armor stores
|Combat style teachers
|Magic shops
|Curses (undead, etc.)
|Correct Post-Travel Mode Placement
|Refine the Civilization Entities
|Add Local Civilizations below the World Level
|Fix some strangely placed building bugs (yet to be created bugs, but there will be some)
\-----"Mayhem Visits the Quaint Thorpe" Release ------------------------

What about starting basic character generation in this version?

REALLY complex character generation should be complete in the "Life Beyond Curses and Dead

Parents"(hoping we get this far), but I'm just asking
for a decent form character creation...

At the moment you simply select name, race and sex/caste.
in "Mayhem Visits the Quaint Thorpe", you would be able to
choose name, race, and sex/caste...And then you would be able to
customize your character looks, stats and skills instead of getting
random ones.

1)You would be able to alter your looks by changing your height and deformations, of course you

won't be able to create a 100 feet tall human
with a 200' long snout instead of a nose(use the 'species editor'for these monstruosities!)t
you should be able to create an unique look for your character in
a nice way.

Also, you should be able to edit your hair, so you can play a bald man or one
with long flowing, savage-style hair. You could also decide if you want to have a bear,
a moustache or start 'clear-shaved'.

And some crazy person might create a bearded woman just for the fun of it...

2)Attributes: These would start at the default level based on race and
sex. In 'Life Beyond Curses and..."you should have some number of points to
spend, based on general difficulty of the game world/universe and
other things(if a common adventurer is 100 points and you decide to start
as 500 point character, your score when you die might be quite lower)...think GURPS.

Anyway, since I was speaking about simple character generation, we could
have that you could get attributes to raise some stats by lowering others,
on a 1:1 basis. Again, the maximum and minimum values should be limited
by your race and sex...So you won't be able to create an human with
Strength and Endurance around 400 by lowering all your mental stats
to 50 or so.
Note that this refers to normal attributes values. It might be possible,
in a complex editor, to also edit the potential and difficulty value
of the attributes, so you could create an human who, by some twist of
fortune, fate and genetics, starts adventuring quite weak in body(say Strength
about 80-90)but with training can increase his Strength relatively fast to 200.


3)IF this where complex character generation, you might be able to spend points
on various traits. We would have to do a big list of possibile special traits for human-like
character, possibly without introducing special mechanics...For example, a 'Thick Skin'trait,
that in other RPGs would simply reduce damage taken from slashing attacks, would, in our
wonderous Slaves to Armok: God of Blood, increase the hardness and thickness of your skin
by some amount(not too big, as we are still talking about an human, even if in a fantasy world),
and the game will take THAT in account when you are hit...Of course, if you want to have REALLY

thick and tough skin, you would need to be a mutant or have some horrible disfigurating

disease...I think
that 'horribile disfigurating diseases' and (innatural)mutations with some good bonuses
probably belong to 'Mayhem Visits the Quaint Thorpe'anyway. Anybody knows about Corpus?
Or you can play as a Rhinoceros. I once tried doing them with the editor...It wasn't a success,
mostly because the horn was flexible :-)

Anyway, we could have a 'Trait Editor'...It won't be too hard to do, I think...it would be

somewhat
similar to deformations/alterations for motifs. An example of some simple traits could be
Left-handness, Ambidextrity(from what I heard, a right-handed swordsman is at disadvantage
when fighting a left-handed one) or High Pain Threshold(basically
gives a bonus to willpower but only for resisting pain).

Also...Could it be possible to have variable sensory ranges even in the same species? So you
could play a short-sighted mage or an hawk-eyed archer? Or a cook with a very keen sense of smell
and taste? Or someone who is anosmic? The last could possibly be an advantage, because not feeling
tastes and smells can, in some situations, be a GOOD thing...Imagine being in the sewers surronded
by stinking ghouls. Scary. At the same time, you won't be able to feel the taste of poison
in your food and drink...

4)Starting Equipment


By the way, I DO know that Quaint Thorpe's  has already become an ENORMOUS release.


Also, I'm pasting this from the future page...
 " Character Creation:  There are lots of different philosophies here.  I still need to sort it

out…  characters might have complicated pregame histories based on the entities that are around.  

Unless the player starts in dire straits, he or she will probably start in a random known town or

a town that neighbors a known town.  Occasionally, the player might start in a completely

different place (perhaps this can be determined by the user).  The player should start in a family

(depending on their history), and the player might be able to play their heirs in subsequent games

if they leave any.  Someone suggested the possibility of starting as a toddler, although this

might be troublesome in certain ways. "


When are you going to add scars/models for wounds on creatures?

Also, I was starting to think about a sketch for a stock
'vampirism'curse...Note that there would also have to be some
'stock'undead traits.

VAMPIRISM:

Strength +50 actual value, +150 Potential(maybe make these % instead
of fixed values)
Intuition and Memory +20
Localized consciousness
No respiration
Circulation could be absent or present(maybe they only bleed after they feed?)
Body Temp:Meaningless, since they are undead...Altough they could
appear warm just after feeding
Can't pass out
Can't become nausated
an be stunned
Feels pain
I really dunno about 'uses energy'...
Skin and other tissues burn in sunlight
All tissues are somewhat more flammable


19
Slaves to Armok: God of Blood / I RELEASED IT!
« on: December 28, 2002, 09:58:00 am »
I released the manual..i sent it to Toadyone...of course..it's not complete...i did not REALLY finish it...it's more like this version of Armok..i released it before i wanted...but i will work on it and make it before!ù

Anyway,this manual should be useful to complete newbies,at least...


20
Slaves to Armok: God of Blood / Random things
« on: April 10, 2004, 08:53:00 am »
I'm still alive, as I always say. From what I hear, this release should be out in some weeks...Good. In the while, I did a lot of things. One of this was starting a project to create something like a new fantasy world and maybe writing some little novel/book on it(the main hero would be called Edivas, probably)... Just for fun... Then someone might import this "world"to Armok...

I would really welcome ideas and help.

At the moment I am defining the races/monsters and the important places of this world. I want to do something quite different from the standard orc/elf/human world, but not completely alien... So here are the things I defined for the moment...

1)Apart from the principal World, there are other 5 planets(Garand,Artas and Selpurio Hranius). I still dunno about the name for the principal world, and if these other 5 planets are inabithed.
2)There is one moon, and there are strange creatures in it. It is possible to reach it with strange magics.
3)The races/monsters I did at the moment
Humans
Elves: Ancient discendents of demons. NOT like your usual Tolkien or D&D elves. They are variable in that they can display various traits of demons.
Dwarves :Dark-skinned underground humanoid...Still dunno about other things to differentiate them from the dwarves of other worlds...
Stromoi:Massive humanoids, with near-transparent skin. They live on high cliffs and near the sea. They have the power to foresee the weather and maybe manipulate it. (They are A BIT inspired from storm giants)
Anguul: Amphibious humanoids who live in swamp. Very dextrous, their skin is covered in an slippery oil that can turn away some weak blows.
Alorqua: Big humanoids who live undergrounds. Skin the colour of marble, purple eyes, four arms. Somewhat civilizzed.
Trolls: Hunchbacked green-brown beasts,about 10' feet tall. They regenerate as most other fantasy trolls and need to eat a LOT.
Argash: Near-human race of ambidextrous and devious people. Eyes are similar to that of an insect, and they are said to be able to see through walls. They have some form of metabolism contro.
Grunden: Tought to be of cross between Subterrean demons and Dwarves. VERY sturdy. Elder Grunden can bond themselves to a metal or gem, gaining special powers.
Zrokki: Pale, thin humanoids. They have some psionic powers. They also DON'T have a nose and a sense of smell. But they have an excellent hearing, and they are known for their fantastic music.
Cerebral Vampire(I have to create a better name): Vaguely similar to normal vampires. But feeds by ripping the spinal cord from creatures and SUCKING the fluid from it... Sometimes it can gain the memories and skills of his victims... They are VERY ugly, pratically unable to pass as humans or near humans. They posses strange mental powers and, for unkown reasons, are vulnerable to copper(possibly killed by a copper stake?)
NOTE: there are also "normal"vampires.
Orcs: ???

Gurag: Vaguely similar to Efreets. They are near-human in appareance, and related to the element of Fire. Due to a pact they made with Demons/smiths a LONG time ago, they are immune to ANY forged weapons.


MONSTERS:

Catoblepa: Big Bovine(3000+ pounds) with green scales and terrible breath. Orcs drink their acid, milk, and some of their heroes ride them.

Swamp Things

Cloud Spider


21
Slaves to Armok: God of Blood / VARIOUS CASUAL RANDOM IDEAS
« on: November 28, 2002, 02:36:00 pm »
Variuous,confused,strange ramblings of a mad man:

Well i managed to write something,despite school and
earthquake problems(here,in italy,there were some small
tremors...in my town,nothing dangerous...im still alive...
Armok LOVES me)


Sex/Castes:Add the possibility to make creatures that have more than
two sexes. Also,add the possibility to create species with only
one sex..But not "beings".Im referring to creatures that actually
have only a "female"or "male"version. For example,Satyrs are
ALWAYS male and Nymphs and Dryads are ALWAYS female. They have
one sex...but they re not sexless.Umh,actually Dryads are impossible
to do since they are bonded to the lifeforce of a tree...For this
we will need the magic version i think.

Also,VERY IMPORTANT,allow to create DIFFERENT caste systems,with
a number of castes different from fours.(im referring to
the "Complex"caste system"...what if i want a race with six
castes instead of fours?)Also,what if caste and sex CAN combine?


Remove the 5000 Limit on bonuses for attributes...I think sometimes
5000 is not enough...I suppose a Strenght 100 human can lift
his body weight. Some beetles can lift up to 700 times their
body weight.That means something like...Strength 70000!
But probably creatures like this haven't got an exceptional muscle
strenght...they have a load bearing frame or something,right?
Well,anyway just remove ALL LIMITS!THIS IS SUPPOSED TO BE
A LIMITLESS AND INFINITE RPG!!!

Health and Anatomy:We should be able to choose what a creature
breathes.And what it exhales. Who said that our creatures must
breathe oxygen? Maybe creature who can create a bio-elettric shock can
get oxygen by electrolisis when underwater?
And we should be able to choose things like the "elemental base"of
the circolatory material. Currently,in this
game blood is red just because we said it is so...not because it
contains iron!Same things for other materials and tissues...
We need to define human bones as "calcium based"so,when we will
have eating and digestion,we will have warriors drinking
gallons of milk before battles to harden their bones :-)
(personally,i almost vomit after half a quart/liter of milk)
Another important thing is circulatory pressure.And,about pressure,
let's not forget pressure support,especialy for underwater creatures.
Also,i think it would be right if "rubber-like"tissues could lessen
damage from crushing impacts. Trolls(they re my favorite race...)
are actually described as being "rubbery"...Also we will need
new "types"of wounds,like fire and acid burns(something that
will be able to really wound my trolls)and radioactivity(that,
since this is a fantasy game,could effectively turn your character
in a green superstrong troll-like monster)Another important thing
is that we NEED fat tissue...Probably it will get added in the food
release,right?


Materials:In the materials editors,we should be able to define
things like radioactivity and general toxicity...Or maybe general
toxicity of materials should be defined on a species-for-species
basis in the creature editors?By the way,Toadyone,i thought about
it,and i think that the rarity of a material should depend
not only on what we set in his attributes,but also in the game
world. Gold is rare...On Earth. Maybe,in some remote corner
of this almost-infinite Universe,there's a planet composed
for a good part of Gold,Silver and Platinium
Does any of you know Athas,for example?It's a world were metal
is RARE!It would be cool to create a world were gold,silver and
diamonds are common and iron,carbon,and plutonium/uranium are
incredibly rare!Immagine...how would an army with weapons
made of lead fight againist one with weapons of iron?This
could also leads to more non-metal craft skills...

Varius forms of "things" for creatures races...
These should be possibile in the magic release...Since you are
implementing not only Magic but,in general,a lot of cool effects...

Think to:

"breath attack",meaning fire/acid/electricity/gas/other things.
These materials/things could be expelled from the nostrils,mouth or
other...emh...apertures(hei..i know what you re thinking...what
about a fart demon?)

"external acid production",think to formic acid for ants.

"special gaze",usually polymorphs living tissues in a stock
material,ussualy stone for Basilisks and Medusas(the serpent-headed
ones!).At this point we will need to add the option to close your
character's eyes!

"special touch",similar to special gaze...except of course
that the creatures need to touch his targe. Note that,
unlike the gaze,this usually works on unliving tissue as well!

"bio-electricity",think to many acquatic creatures like eels

"special flight",meaning flight without wings or jets or air spheres(
remember beholders)...Think to "will o wisps" who float. This
is just "unnatural"flight.

"blood draining",meaning teeths that can actually absorb other
creatures blood...This isn't restricted to undead vampires!But
i think that for this we have to wait the food release...

"regrowth",meaning the possibility to regrow severed parts and
limbs. This should be decided on a part-for-part basis in the
species editor. So we can finally have really invulnerable
trolls...Except to fire,acid,drowning and starvation...DAMN...
Also,if a creature loses his memory/sense center,and then regrows it back
,he probably loses all his skills and a part of his mental attributes.
Unless...Maybe EVERY cell of his body has his memory and skills
in it..
Of course,if we are talking about "realistic"regrowth,then
a creature needs NUTRIENTS to regrow parts!One day,
my one-armed troll will be seen eating raw squirrels to regenerate
:-) Course,some creatures can also "reattach"their limbs,so
there is no need to wait.


"vulnerability/resistence/immunity"this is VERY important.It
could also refer to material.Faery creatures,including sometimes
elves,are usually vulnerable to "cold iron".
Lycantropes(lycantropy is actually a CONDITION/CURSE,not a race)
are hurt by silver...Umh...Maybe lycantropes are also hurt
by "quick silver",mercury


Magic:Magic....umh..magic is ONE of the most important things
in most fantasy world.


Some magic rituals that i want to remember you:
Gestures
Speaking / Screaming / Praying / Singing
Dancing
Thinking / Concentration
Sprinkling crushed things/dust/liquids
Sacrifice(personal/items/other creatures)

Also,some effects(Affect means increase/decrease):
Note that there MUST be some subeffects.For example,i wrote
Affect Phsyical Attribute,but i really mean "Affect Strenght",
"Affect Dexterity" and "Affect Endurance".Also,maybe you
kould know this in only a way...A mage could only be able
to increase strenght,but not decrease it...

Affect Temperature
Affect Phsyical Attribute
Affect Mental Attribute
Affect Size:I suppose this works for weight to.This comes in
handy when your titan mage needs a weapon. He can enlarge the
weapon...Or make himself smaller. You decide.
Affect Age:Useful for climbing. You take a LIIIIIIIIIIIIIIIIIIIITLE
plant and make it grow until it becomes a BIIIIIIIG oak.(this
is different from just making it larger)
Affect Mind:This is different from Affecting Mental Attributes.This
is mental domination!The ability to make others do your bidding...
Affect Skill:Umh...don't know if it's fair)
Affect Movement
Affect Weather
Affect Gravity/Energy/Magnetism/Pressure/Forces :Different effects
for different forces.And energies,of course. Can't wait
for "Affect Nuclear Energy".
Create material/force/energy:Useful for creating fires,but
also for "force bolts".
Shape material/force/energy:Combined with create,this is
for force shields/walls.Creating and shaping energy can
be used for "telekinesis"magic.
Convert material/force/energy to other material/force/energy:
So i can have the "philosoper stone",and convert lead into
gold...Wait!There is no "lead"stock material...And there are
no shops so gold is worth nothing...Umh...Well...I will wait.
Disintegration:Umh...maybe this is "Convert material(any)to
energy(light)?
Polymorph
Teleport creature/material/item/force/energy
Summoning:Basically,"Teleport"but on creatures/things in
distant places. If we create a basic "demon"races,and
make them vulnerable to summoning...
Wound Creature
Heal Creature
Regrow
Paralyze:Umh...we need to define this.Do paralyzed creatures
breathe and hear?Or are they COMPLETELY oblivious?Maybe
there should be several versions.
Attach:Severed body parts and intem components
Levitation/Flying:What would happen if we use this on a BIG
tree?The tree flies from is roots?
Possesion/Mind switching:So we can have a kobold who switches
in a titan body.
Dimensional travel:An "higher"form of teleport actually.
Crete dimension:So i can have my LIIIIIITLE personal dimension.
I will put the bodies of my enemies in it,and plants some
trees in it.Yea,i WILL "Create material:soil","Create energy:light",
"Create liquid:radiation".

Examples of possible conditions/limitations/flaws/costs for certain
magic effects:

Some creatures can't cast magic
Some creatures are resistant or immune to magic
Magic only works at day/night
Wounded creatures cast spells worse
Casting makes caster sleppy
Casting makes random wounds appear on caster
Casting spells costs energy/air

Examples of combinations:


Items Release:In a few releases,if im right,we will have complex
items.That's COOL!Will we be able to construct them
using the appropriate tools and materials or,in the first release,we
will have to get them from other creatures?Will my giant be able
to defeat an elephant using a big boulder he found as a melee
weapon,then rip the damned elephant tusks and use them to work
the skins to get a decent armor?Immagine how much skin/flesh/bone
we can get out of creatures like titans or dragons...We could
also get formic acid from ants!Also,since to tan hides
we need oil,will we be able to get oil from plants?And what
about getting stomach acids from bodies(human stomach acid is
strong enough to melt iron,if im right)


But it's also hard to work these tissues without tools(or tough
claws!)
Also,think to skills...What skills will we have?Sewing?Building?
Material Familiarity?Measuring?Will the player really be able to
build a "workshop"or "warehouse" for items?
I think the items release is going to be one of the best!!!
Immagine how many things you can do with an animal body!
You can make weapons with the teeths,armor with the bones and
skin...Hei...You can do anything! Why not just grab a dragon's
rib and use it to stab others?Or use a giant beetle carapace
as torso armor?A titan could easily use a tree as a club!


Squirrels:Not bad really...But WHY is their Strenght 1 and their
Endurance 2500?Remember,my friends,that Strenght is RELATIVE to size!
Anyway,what about making a race called "Giant Killer Carnivore
Squirrel"?

NEW RACES:I made a new race that i will send when i have "refined"
it..ther ace is orcs...

Ha...Toadyone,remember that there's still the BIG BUG with
weight..Humans weight around 20 kg...As i said before,
i think the problem is with materials density.

Also,if i turn the camera in a certain way and zoom on my
character..the model dissapears...If i turn it another time,
the model re-appears.
This bug happens with items,too...But unlike the  character bug,item
models don't reappear...

Various ideas for things we can and should do with the editors:

A "jelly""motif
A "construct"motif for golems and the like.
An "amorphous"form,for jellies and the like.
Some races that i can't manage to do(i have tried)but i
would REALLY like are:
Elephant,Rhino,Gorilla,Bear,Minotaur,Tiger(i did it time ago but
i lost it and it was VERY badly made)

Materials:Some materials we could add are
Mercury,Iron,Lead,Tin,Aluminium,Titanium,Carbon,Asbestos,
Oxygen,Hydrogen.The last two are important for realistic
respiration...and water!!!

BTW,since there was talking about alloys,here are some
of the most know real-life alloys.
Copper + Tin = Bronze
Copper + Zinc = Brass
Gold + Silver = Electrum(used for coins)
Carbon + Iron = "normal"steel
Steel + titanium/nickel/manganese(don't know how to write
it in english) = "special" steel.

If we will have realistics materials,the game will become
VERY fun for those who know a bit of chemistry :-) Like
me.

What about using the "create force(pressure)"and "create heat"magic
effect on coal to make diamonds?So a skilled mage can make some
money.


Also,Toadyone,you should allow to make single-material file,and
add an "Import single material"in the "big"material files editor
.I mean,if everyione of us makes a material, then it gets hard to
reconstruct them to put all of them in a file.


Remember,Toadyone...With your work,you are effectively making planet
Earth better!So,when you are finished,it is worth conquering for me...


22
Slaves to Armok: God of Blood / The Incredible Manual
« on: October 12, 2002, 12:06:00 pm »
Im about to release my manual about Slavs to Armok...it has basic information about howt o play and an appendix about the various stock or player-made races(it says their general stats)...

By the way,Toadyone,do you known some cool,free scientific site?


23
Slaves to Armok: God of Blood / CORRECTED STOCK MATERIALS
« on: September 08, 2002, 12:00:00 pm »
I sent a file with the corrected stock materials to Toady one.I only corrected the density of metals...But now the game is more realistic!Now gold is more heavy than iron :-)

24
Slaves to Armok: God of Blood / the OLD problem about maps
« on: April 14, 2002, 03:03:00 am »
we still have an OLD problem...the crosses on the minimap sometimes JUMP in the main view...it's not nice to have dozens of blue crosses near your character

25
Slaves to Armok: God of Blood / WorldIRc Channel
« on: July 06, 2003, 10:56:00 am »
Im registering #bay12games on the WorldIRC server...I hope you aren't agry at me for this :-)

So,you use mirc,connect to worldirc and then type /join #bay12games.


26
Slaves to Armok: God of Blood / "battles"
« on: April 13, 2002, 08:16:00 am »
i have heard you all talking about overlapping empires and talking...i ve tried going in overlapping empries but i cannot manage to get creature  to move in a near area with enemies...can you explain me what i must do?

27
Slaves to Armok: God of Blood / various things
« on: April 12, 2002, 11:22:00 am »
Im trying to memorize seed numbers on files so i can play
the best universes...it would be COOL to be able to play the
"Old universe"like in the old versions before the cleanup...
Actually you must create a new universe every time...and,if you
have a "favorite universe",writing seed numbers EVERYTIME YOU CREATE
A NEW CHARACTER is slow and boring.

If you want overlapped civilizations...
Try the seed number 2069639996

in this universe there are 2 overlapped civilizations in the south
part of the world map:
they are "Convoluted Titans"and "Naked-Mole dogs".
Convoluted Titans are class based and weight around 700 kg

I we will have a "clear statement of height"in next versions,will
we have limits on entering houses?It's VERY irrealistic to be
able to enter a kobold house as a titan...Not too large creatures
should be able to enter not too small creatures houses by crawling.

Also height should put limits on passing under bridges and A LOT
of other things...

When we will have armor and clothing,they will be displayed on the
3d creature models,right?I really hope so...

I like the "Behemoth slaughter-beast",but the modifications
in the graphics make it look smaller than it should be...
Currently all quadrapeds look small and with a short middle body(torax,
abdomen,ecc...ecc).

By the way survivor mode is ***VERY COOL***...and im not saying it
only because it's called "Zonk's Survivor Mode"and i proposed it :-)

I think it would be better if,in the character creation screen,
you could see the species average weight and attributes(compared
to other creatures of the same size)

Since we will have Saving/Loading in one of the next clean-up version:
i think it should be possible to copy save files,to send them to
other persons...or to cheat the game :-) Im planning to play
a leprechaun character who will become skilled enough with his
weapon to kill titans :-) With Saving/Loading it will be possible...


ALso...i had another dream with Slaves to Armok in it...well,the dream
was very confused,but i remember there was some "Slaves to armok"in it,
because i remember i was "fleeing"from a quadraped creature model...
The creature model in the dream was as big as a bear and looked
like a cross between a boar and a mammhut :-) It had tusks i remember.


I think i will almost get an heart attack when we will be able
to use the species editor...Im waiting to be able create monstruosities
like(these are some example from my "evil"mind):
50 tons walking octopuses
four armed 3-eyed horned titans
15 tons snakes with horns, feathers and wings
2 tons rabbit with red eyes and VERY sharp teeths
3-eyed,3-armed,3-legged humans


Of course,will we be ble to play non-regular,non-living(but non-undead)
species/things like golems and elementals(maybe elementals count
as living?)?And will we be able to play deities and gods?Of course,
with the appropiate powers(and penalities on the score board maybe?)

Also im trying the 8 april version NOW


28
claw:Smooth triangle 1.6 5.0

tiger x60
frostgiant x173
hillgiant x75
cyclop x75

I have examined the new version...and thinked many things...
First of all,the good news...I have done and im continuing doing
these races:
"Generic"Bovine/Bull:i would have liked to do a cladeogram for them
but...Well,they have two castes...COW and BULL.
Tiger
Cyclop
Hill Giant
Frost Giant
Fire Giant
Troll.
I have sent them to Toadyone in case he wants to try or upload them
on the site.I HOPE HE DOES...even if they aren't very good...I
will make them better with time...For example the "internal"
body parts of some giants have not been adjusted in size.
I will do this when i have more time.
The giant races are the easiest to edit because they were made from
humans.I modified the sizes of body parts,colors and
melting and boiling point of the materials.The "tigers"
were made from "naked mode dogs".I also tried doing
snakes using the "serpent form"and ALMOST succeded.And i tried
creating an "ectopod"form to make spiders by editing ants.
But when i change the ants from "complex castes"to "gender",
they all their extra limbs...It's hard.I managed to do a "spider"
species but then deleted it because it was not to cool.
And cladeograms seem not to work.I thought you included
some of them,like rabbit for example.

Also,claws ALMOST work now!A dragon claw easily sever almost anything!
BUT...I said almost because you can only use "claw attacks"
as "default attacks!
IF YOU DELETE THE TOES/FINGER FROM THE COMBAT OPTIONS
AND THEN RE-ADD THEM,YOU WILL NO LONGER CLAW WITH THEM!
You will kick...Also...claw attacks use the KICKING skill..
not the CLAWING one...This is another bug.
If you want a race to be able to claw,you must set it in the
"DEFAULT ATTACKS"section of the editors.THIS IS BAD!
TOADYONE...Remember to add the possibility to always
use claw attack.This means that,when we choose a body
part that has growths usable in combat,we sohuld get
the option to choose what growth use.So one could
use his toes to "kick"if he wants...but i and most others
will use them to claw!

I think it would be REALLY GOOD if there was a command to
multiply/divide ALL sizes by a certain number.This would been
useful,especcialy to me,since i have done the "giants"species.
The "resize"command is useful...but i would like a multiplier/
divisor also.And i would like a copy/paste function in the
editor...it would be useful for persons like me who have to
do many similar body parts.


Also,in the "status description",at the "Brief Description of
Species",a lot of creatures are listed as "gigantic".But if one
reads the "detailed descriptions"of gender/castes,one notices
that this is not always true.
And....most creatures ARE TOO SMALL!Human weight,on the
average,25 kg.
IT LOOKS LIKE *ALL* CREATURE WEIGHTS HAVE BEEN DIVIDED BY 3.5555555.
FOR EXAMPLE TITANS ARE 9 MG NOW.BEFORE THEY WERE 32.
Maybe the problem is in the "creature materials density".
It would be easier to guess if we could have a written
number that indicates the creature height.

I also created a race of "steel humans".They are human that
have steel instead of skin,flesh and bone.I tried them...i
thought they would have been VERY hard to kill...But i did not
notice any important difference in combat..Strange...
So i deleted them.But i was thinking...so the game does not
take in account the stats/attributes of the material that
is hit?So,for example,the scales of the dragon give NO EXTRA
PROTECTION?Also...i did not known that scales did not regenerate
(heal).


AND,VERY IMPORTANT...in the material editor,you should remove the
10.0 limit!At the moment,ALL METALS have a density of 10...
So that means steel is as heavy as gold....I suppose density
is in the kg/decimeter cube format,right?So gold should have
a density of 19,something and steel 7,something.
And,since steel has a default hardness of 10,at the moment
it is impossible to do a metal harder than it,like adamantite...
Please correct this!By the way,there are some standard materials
like skin that have a default moistness/roughness above 10...
If you try to modify them,they become 10...
Also...now we have "alloys"as normal materials...think to...Steel
and Bronze...how will other alloys be handled in future?Will
there be an "Alloy"material class for them?Or will they
be created by the game?

ANOTHER *VERY*important thing is that,if im right,the editor
does not allow to edit possible grasp.This is probably related
to the bug that does NOT delete a grasp when his body part
is severed.For example,i had characters in surviver mode who
got an hand severed and still had the grasp of that hand.
Maybe grasps are collegated to the "movement group"of body parts?
It seems not to me...Please add the possibility to put grasps
in the editor!


Also,this is normal but read it...try changing the upper
and lower body of a quadruped from SAC to APPENDAGE and see what
happens to the model of the lower body in the game.
The lower/rear body RISES UP!I think this has to do with the
"posture"section...but i cannot manage to use it well!
Another bug of models is that,in game,if you turn around the
camera in a certain way,the MODEL DISSAPEARS.And when you turn
from window to full screen,the models loose texture.
Also the "item"models OFTEN dissapear...especcialy the body part
ones.

For this i bug i had to delete the "croccodile"race that i
created...

LAST...WE NEED MORE POSSIBLE MODELS!FOR EXAMPLE I WOULD REALLY
LIKE THE MODELS FOR HORNS,WINGS AND THE LIKE!I ALSO WOULD
LIKE THE MODELS FOR INTERNAL ORGANS LIKE HEARTS AND BRAINS.
At the moment,to do horns im using the "spike"building
block and the"point" model.If i use the "Horn"building block...
I get VERY short horns...even if i modify the "Lenght to Width"
value.
And im putting them as "adjunt"body parts,not growths,since
there are problems with using growths in attacks(i talked
about them above).And you can't use models for growths...
We need MODELS for GROWTHS!And models and building blocks
for cones!

I also would like the motif and forms for invertebrates like
worms.Will we have to wait for water to have creatures
like octopuses,lobsters and amphibians?

and,at last...a CRASH bug!
If you try to play a race that has the "Has soul/mental
attributes)?"flag set to NO...the game crashes!
The same if you try to play a race that has a body
part without tissues...but this is a "feature",i think.

For the rest,the editors ARE VERY COOL!Yes,they are a hard to use...
But not impossible :-) The only problem is that i just cannot
use the model editor?By the way,did any of you also create
a "almost complete/playable"race?If yes...please send it to Toadyone
or me(my email is davides88@yahoo.it).
I really like to know what strange creatures spelguru and
our Great God Of Kobolds have created :-)
By the way,KOBOLD ARE COOL!They have nice deformations and
posture!They are very kobold-like!Goblins are also nice
but i prefer them green...I think i will edit goblins to make
orcs.
Humans are also well done...except for some things like they
have about 50 teeths :-) And they have no "rib cage".
Also,someone talked about things like "knees"and "elbows".
I mean joints.I noticed there IS a "joint"building block...
but i don't think it is easy to use.


I also think it would be very cool to hair display again...

For the next release...could you explain us better what it
means that there will be "biomes"and "ecosystems"?I studied
them at school...but i can't understand how they will be
in Armok...every creature will have his place,right?
And plants will be found ALMOST all the world...they won't have
their "kingdom/empire/dominiom"like the other species,right?
About ecosystems...the editor does not allows to choose a creature
diet.I have also read that you will had
When you do ecosystems,plese add more terrain types...Like
swamp and desert.And,also,you wrote you will do abstract
clusters...they also look cool...for example clusters of ant
or rock(usable as weapons..not thrown).But will the ant/worms/
beetles clusters actually have a species file?Of course
i talk about SMALL beetles/ant/worms...And remember to create
a stock intelligent plany race that can move.
AND FIX THE HEALING RATE FOR TISSUES!If i put an healing rate
of 1000000,it says it heals "very slowly".But if i put 20000 it
says "at an average rate"...we need to be be able to make
tissues that regenerate super fast...especcialy me to
make trolls stronger and better!

Also,remember that you said that you will enable CRUSHING
when you will enable vegetation...so we can crush fruits...
and bodies!

For thoose who don't known,the plan for the next version is:

/Vegetation
|Biomes
|Ecosystems
|Ground Debris of All Kinds (rocks, twigs, worms, beetles, ants, etc.) -- this will require "abstract" item and creature clusters
|Improved Travel Interface
|Viewing the World Map
|Fix some hairy plant bugs (yet to be created bugs, but there will be some)
\-----"The Game Finally Has Trees" Release ---------------

Since Toadyone has his "Plan"..I also have one..this is the
list,probably in order of time,of what im trying to do:

/Write A LOT more things in the manual im doing...including
|help on the editor.Though i cant understand well some things
|like the "posture"of body parts.
|Create some horned creature...rhinoceros?.Or maybe
|minotaurs?But there are problems with putting horns
|on the front of the head of the creature...the horn gets
!displayed hanging down
|Get my school books and use them to add new materials to the
|stock file(i will need that the 10 limit is removed),plus
|i think i will add my version of mithril and adamantium.And,
|of course,IRON.We have steel.But not iron.And a stone material
|other than obsidian.
|Manage to do a a fair-looking spider,or...A SCORPION!!!
|One or more dinosaur races.With or without the humanoid form.
|For example,t-rex,velociraptors,brontosauruses...

\-----Zonk's Incredible Plan-------------------

By the way...Toadyone,remember that you said that,in the magic
version,you will also had some other things like TEMPERATURE!
Since i set that frost giant blood boils at low temperatures...
It will be fun for them to go in the desert :-)
And remember that there is still some cleanup to do..
especcialy you should do the more important things...i copied
here things from your "cleanup"list that i consider more important
than others:

More Text Messages (Like When You Wake Up From Sleeping)
Clear Statement of Creature Height
Tissues and Some Parts Have No Weight
Put Containers Back In
Can't Stop Applying Pressure to a Wound
Make Those Circles Surrounding Creatures Different Sizes
Hit Location Should Also Respect Facing of the Target
Weapon Fragments Weigh as Much as the Original Weapon
Damaged Weapons Weigh as Much as the Original Weapon
Missing Messages for Weapon Breakage
Missing Messages for Certain Weapon Drops
Certain Actions Should Interfere With the Application of Pressure
(eg If You Attack With the Pressure Applier)
Sometimes You Can't Move Through Certain Spaces, Even Though Nothing
Is Blocking You
Vision Blockage Has Been Completely Disabled
With That, Hearing Messages Were Also (Mostly) Disabled
Energy Costs For Actions Are Very Arbitrary (In a Bad Way) In Some
Cases


29
Slaves to Armok: God of Blood / A little update + things on Armok
« on: June 01, 2003, 09:08:00 am »
Personal Update :Damn...I Fixed problems at school with Italian and Italian..but began
slowly loosing points in Physics and English...Maths is still as bad as it was...I made
a test some days ago and I still have to see the results
...If i made it VERYYYYYYYYYY well I should have no problem...Toady One,as you are
"some sort"of math professor... wish me some good luck :-9


Here's a list of some things i want to say.

Toady:Fix the leaves!I can't see them!

I just got an insight...when quitting,the game says.....

"You will die,but the universe will remain as it is now"..Toady...

That's sad,but true. We perish, we disappear...maggots shall feast on our rotten bodies,
as nature,Giver first of Life and then Death,takes his tool. The maggots will die
too. Maybe the earth and whole universe will explode someday...but...

BUT THE MARCH OF TIME GOES ON...FOREVER!

About Spells...Some of you,like spelguru,had ideas for spells not affecting
living objects...But what is really life(Is Philosop-what getting on your nerves :-) )
I mean...If I wanted to use Alter Shape on living creatures,why not allow it?
Maybe the "living" creature could oppose itself with willpower...But,then,
"undeads"aren't living,and some DO HAVE willpower...You see...A "living creature"
like you and me,is still composed of materials like any object.
Cells are made of atom,I suppose.
But life is something more than a Mathematic formula...
Or not? :-)

Also,Harlander said about "Focus"..." ferrous metals may simply cause any magic poured at
them to dissipate"...This has to do with the Myths about Faeries and "Cold iron",right?
Also..ELVES SHOULD BE VULNERABLE TO COLD IRON!!!(Most)are haughty and arrogant and
REALLY deserve to die!

Spelguru only decent spells,IN MY OPINION,are "Firesnake" and MAYBE "Heat".

By the way...As soon as you release,I will start doing the new
version of the manual :-) With summer coming,we have all
lots of time!


30
Slaves to Armok: God of Blood / variuous ideas and questions
« on: March 16, 2002, 06:49:00 am »
Variuous Ideas:

Titan Broad Swords and Titans:At the moment,Titans have a little
problem with their "Titan"Broad Sword...it's VERY easy for them to
loose them when they get hit...much easier than an human with an
"human"broad sword...i think this should be fixed.

Movement speed(and burden)should affect energy.
For example,sprinting should make you consume a LOT OF ENERGY.

Also "normal"fighting should be tiring(Example:Human vs human,both
humans should tire)
Putting more force in your blows should make you tire faster.
Maybe at the beggining of game the force of your blows is NOT
to the max...putting the force at the max is considered "Berserker"


Currently,when you reach the LIMIT of the world you just have an
invisible sky-blue wall that blocks you...
it would be cool if there was no limit(if the current world was round
like Earth)

I think tails could be used in stances(SOME types of tails).
Some animals use their tails to balance themselves.

A question:What is the "3d models"release supposed to do?
3d models allow us to see VISUALLY when our hero loses a limb,right?
(If the hero loses a leg the player figure would be a one/three legged
creature)

Also,i cannot put the fullscren mode because it says my videocard
and resolution do not allow it..i mean i can USE the fullscren mode,
but the game is NOT in fullscreen...


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