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Author Topic: King under the Mountain - Fantasy simulation-based strategy  (Read 60756 times)

Scoops Novel

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Is the art-style temporary? It's very blobby. I feel like i'm reading Oatmeal.
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Reading a thinner book

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VileMinute

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Excited and posting to watch. Need to agree that I hate the look of the sprites, but understand the reasoning for them. I'm one of those people who wishes dwarf fortress looked better than what it does.

Still, a good game is better than good graphics. If you deliver on features promised I would absolutely lose my shit.
Good luck.
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Sirus

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ugh

It looks just like Rimworld and Prison Architect before that.

What is the appeal of this style of character sprite?

It makes various important features of the pawns easily communicable and it doesn't require a lot of animation work. That's kind of like asking why every 16-bit platformer looked the same in the 90's. It mostly came down to people finding a working solution for the situation.
I can understand the desire for simple sprites, but when several recent/in-progress building/management games have virtually identical artstyles...

Face it, the character art is pretty much identical between this, Rimworld, and Prison Architect. Everyone is a blob body with a blob head and two floating circles for hands. When dudes get knocked out or killed they turn into a facing-down sprite. I'm not just talking about the style here, I mean that unless one is familiar with the differences between the games it would be nearly impossible to tell unlabeled screenshots apart.
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Zsinj

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The main goal is avoiding animation in the same way Prison Architect pioneered. That being said, I am going for a much higher level of visual fidelty than Prison Architect and especially Rimworld - the tile sizes are larger (in terms of texture resolution), there's dynamic lighting using normal maps which is a first, and I'll definitely be adding more advanced graphical effects via shaders such as shiny metallic surfaces. I'm also in the process of working with an artist to overhaul the designs of the character's clothing (and soon hairstyles and beards), so I'd say there's a large visual difference in quality from Rimworld, such as:



compared to



Which has been dynamically lit there.

All that being said, I'm a programmer, not an artist (the artwork is freelanced out at a fair expense), which is why I'm developing a heavily simulation-based management game which doesn't really on it's graphics, compared to something art-led like Hyper Light Drifter.

Excited and posting to watch. Need to agree that I hate the look of the sprites, but understand the reasoning for them. I'm one of those people who wishes dwarf fortress looked better than what it does.

Still, a good game is better than good graphics. If you deliver on features promised I would absolutely lose my shit.
Good luck.

Thanks! My only real goal is to deliver on those features too to make the game that I'd want to play :)
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Zsinj

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Also forgot to announce that myself and the team will be at EGX Rezzed in London from March 30th, hope to see some of you there!

https://www.egx.net/rezzed/2017/show-floor
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Zsinj

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A little quiet recently while I figure out how to model rooms and furniture all as part of implementing crafting and processing resources. Here's some progress in my asset tool that lets me check all the metadata associated with a piece of furniture (in this case a crafting table) works out correctly. These are fairly early assets and I plan to decorate tables with items and tools shortly.

https://www.youtube.com/watch?v=3pgtW0F1Myk
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forsaken1111

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compared to



Which has been dynamically lit there.
That looks fantastic. If that is your goal for art style then I don't think I will have any complaints.
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Mephansteras

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A little quiet recently while I figure out how to model rooms and furniture all as part of implementing crafting and processing resources.

On that subject, how is that going to work from a mechanics standpoint?

More like Rimworld where rooms are determined by what's in them? More like Dwarf Fortress Inns/Libraries where the room is declared and simply requires certain things to work? Something else?
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forsaken1111

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I've always been partial to building workstations for various tasks and having the pawns use workstations as needed. Like you have a room designated as a workroom and you put in there a leather tanning basin and a drying rack. The pawns know they can tan leather at the basin and prep/dry it on the rack. When something requires leather and you have a hide, they simply get to work.

Something like that is hard to set up though. There was an old post I remember suggesting something similar, where you simply say 'this room is a kitchen' and place the ovens, wash basins, spice racks, whatever else inside. What you can create in the kitchen is informed by what workstations are available, and work is queued up on them as needed when a pawn takes a job. Queue up a cake and they go start milling the flour, mixing the stuff together on a countertop with a bowl from the dish rack, etc. You don't have to get quite that deep but I think the basic idea is sound.
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Zsinj

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That looks fantastic. If that is your goal for art style then I don't think I will have any complaints.

Brilliant! Well those are the current assets and I'm looking to have the head/beard improved yet, so it'll be at least that good :)

On that subject, how is that going to work from a mechanics standpoint?

More like Rimworld where rooms are determined by what's in them? More like Dwarf Fortress Inns/Libraries where the room is declared and simply requires certain things to work? Something else?

Good question! I'm going to base it on Theme Hospital - you'll draw out a room's size, then move on to placing furniture and items in it to be built. So closer to Dwarf Fortress and Prison Architect than the place-anywhere style of Rimworld. I'm aiming at incorporating some of the Dungeon Keeper mechanic of increasing efficiency (or something else) of a room when it's surrounded by walls and doors. Probably a boost to happiness too (or a malus from working somewhere "in the open").

I've always been partial to building workstations for various tasks and having the pawns use workstations as needed. Like you have a room designated as a workroom and you put in there a leather tanning basin and a drying rack. The pawns know they can tan leather at the basin and prep/dry it on the rack. When something requires leather and you have a hide, they simply get to work.

Something like that is hard to set up though. There was an old post I remember suggesting something similar, where you simply say 'this room is a kitchen' and place the ovens, wash basins, spice racks, whatever else inside. What you can create in the kitchen is informed by what workstations are available, and work is queued up on them as needed when a pawn takes a job. Queue up a cake and they go start milling the flour, mixing the stuff together on a countertop with a bowl from the dish rack, etc. You don't have to get quite that deep but I think the basic idea is sound.

Yeah that's pretty much what I'm aiming at too - the player can manually assign tasks if they wish, but the majority will just get automatically created and queued up when needed. Glad to hear it! So it'll be something like marking out a bedroom with beds and other furniture will create tasks to craft the required furniture if they don't exist already.
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forsaken1111

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Oh thank god, I hope you get that working. Manually queuing up all of the planned furniture is one of my biggest gripes against games like Clockwork Empires
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Retropunch

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Oh thank god, I hope you get that working. Manually queuing up all of the planned furniture is one of my biggest gripes against games like Clockwork Empires

Agreed - having to manually queue individual tasks is the one thing that stops me from replaying if everything gets destroyed in a blaze of *FUN*.

As long as I have the option to do things manually, the more abstraction the better in terms of tasking. For instance, if I could say 'build hospital furniture' and the pawns would go about building the beds, cabinets and bandages needed - that'd be great. I'd suggest a sort of nested list, where you can choose to build at any level - so sort of like:

Hospital
 -bed
 --blanket
 ---cloth
 -bandages
 --gauze
 --antiseptic

and so on. Choosing hospital would queue up all tasks below, whilst choosing bed would choose all tasks below that and so on. That'd be the perfect system, in my opinion.
   
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Zsinj

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Something like that, yeah :) I see it as having the option to craft specific items on the same style as dwarf fortress but placing furniture when designing rooms will queue them up to be made if they're not already available. It'll be quite an early version but that's what I'm working on next, thanks for the feedback!
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Zsinj

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Magic in King under the Mountain
« Reply #163 on: January 04, 2017, 11:54:36 am »

We're not just building a game with King under the Mountain, but a whole world with its own lore and history to act as a unique setting. This is the first of several worldbuilding articles which will help design and inspire both the artwork and mechanics of the game. This time, we're going to talk about magic - what it is, how it works, and what it means to your characters.


An illustration of the magic system featuring a human mage

There's more to the world of King under the Mountain than meets the eye, quite literally. The game takes place in the physical, material world. Invisible to the naked eye, there also exists a spiritual, immaterial reflection of the world known as the Immaterial. These two planes of existence are tied together by a substance known as æther - intangible and external - which permeates the entire world much like air and the wind. Complementing æther, all living creatures and the planet itself contain what is known as mana - a well of spiritual, immaterial energy. Much like yin and yang, these differing yet complementing essences can be combined to produce magic - fantastic displays of power produced by harnessing the energy of æther and mana in tandem.

Mana and Æther

Although all living things hold a store of mana within themselves, only a few are able to tap into this well and harness its power. Even then, it's a very rare individual that has the natural talent to instinctively combine æther with mana to produce magical effects. More commonly, those with the potential to see and manipulate æther and mana require some level of training and guidance to make use of their abilities.

In the world of King under the Mountain, just as much happens beneath the surface as on top of it. Just as living creatures keep a store of mana within themselves, so does the planet too. This phenomenon manifests itself as "mana gems", precious gemstones which glow brightly from an inner light. Rare and extremely valuable, these gems are found and mined primarily in areas with a high concentration of æther.

While a mage combines the mana within themselves with aether to produce magic, they can also draw on mana stored within gems close to them to offset some of the cost of their own mana supply. As a mage accumulates experience of using magic from a combination of their own mana and the mana stored within nearby mana gems, they're able to increase the proportion of "external mana", thereby increasing their overall mana pool. While inexperienced magicians tend to require an equal mix of inner mana and external æther, those with more experience are able to mix a smaller amount of their own mana to produce the desired effect. A knowledgeable magic user with a collection of “charged” mana gems is able to create much larger and more powerful magical effects due to being able to call on a much larger supply of external mana and æther.

Drawing mana from the user or a mana gem depletes the reserve of æther stored within. As a magic user depletes their reserve, they’ll no longer be able to cast any magic - even having access to further mana gems is no use if the user has no mana of their own. Depleted reserves of mana are naturally restored over time as æther flows over the land. This is dependent on the concentration and speed of the flow of æther in the local area, so a magic user usually has no options to speed up or slow down this process. Sometimes it will happen relatively quickly, and other times, when there is a distinct lack of æther in the area, it will not happen at all until the “wind” picks up.

Runesmithing


A dwarven magic refinery

While humans, elves and orcs all have the potential to use magic as described here, dwarves (uniquely) were created primarily from Earth instead of æther and because of this, are not able to cast magic themselves. Instead, the dwarves apply their mastery of metalwork and jewellery to apply mystic runes to weapons and other equipment which imbues them with magical effects and abilities. These runes are created and etched by dwarven runesmiths using infused mana gems as a base resource which get processed and turned into a metallic-looking inlay onto the blade of a weapon or piece of armour. To become a runesmith takes many years of study and only the largest and most prosperous dwarven settlements can attract their skills (Attracting and employing a runesmith is one of the later gameplay goals for the player managing a dwarven settlement).


A dwarven runesmith in ceremonial robes

The Elements

Æther is made up of 7 elements. Fire and Ice, Life and Death, Earth and Sky, and Æther as an element itself, usually called Spirit. Most of these are opposed elements that tend to cancel each other out - Fire opposes Ice, Life opposes Death and Earth opposes Sky. Spirit binds the rest of the elements together.

Most usage of magic tends to be a manifestation of one of these elements: a blast or wave of Fire or Ice; enhanced healing or growth with Life - or the opposite with Death; while Earth can't create something from nothing (by itself) it can transform materials from one thing to another, and Air is often used to move things around magically. In addition to the more common mana gems containing a well of æther or Spirit, there exist more rare elemental mana gems infused exclusively with one of the other six elements.

While a beginning magic user may only be skilled with a single element (in addition to Spirit), over time and experience this will grow to include other elements, potentially all of them although this is rare.

When a magic user has the aptitude for more than one element, with even more skill they may have the ability to combine two or more elements to produce more unusual effects, the number of which would be too many to list here. For example, a wizard may be able to combine Life and Earth to create a living golem of stone to do their bidding. For darker purposes, Death and Fire usually combine to create witchfyre, a dangerous black/purple flame which spreads uncontrollably, but is necessary in the forging of some magical metals.

Usually, attempting to blend together two opposing elements cancels them out. This is usually used beneficially - using Ice to put out a fire, even a magical one, works almost instantly if applied correctly. However, the most skilled magic users are able to combine two opposing elements just right so that they don’t annihilate each other, but instead blend together to give more powerful effects not possible otherwise (which you can see hinted at in the top illustration).


A diagram explaining some of the concepts of magic

Mages and spellcraft


A human mage with a collection of mana gems

The simplest magical spells are created by drawing on ones own mana reserve and blending this with one of the elements from the nearby aæther. More complex spells are cast by drawing on several elemental “threads” at once and blending these together in just the right way and quantity. Finding these blends or recipes is a very time consuming task so most mages keep extensive notes on their research and experiments. These tend to be guarded jealously, but if a mage gains access to the knowledge of another, they can increase their mastery and power much more quickly than working on their own. It's for this reason that less ambitious mages are usually content to put up with the strict rules of a magical place of learning to expand their knowledge. Designer's note - one of the larger stretch goals for King under the Mountain is a mode where you play as a human wizard or necromancer, controlling a single avatar character while you use magical constructs and golems to build up your lair while you improve your knowledge and experience of spells.

Orcs and shamans


A party of orcs discover a dwarven relic

While humans and elves have to apply a lot of learning to use magic, and dwarves can’t cast magic but instead inscribe runes for magical abilities, orcs do neither of these. Instead, some orcs have the natural affinity for mana and æther which usually manifests as raw, unfocused blasts of magical power. These lucky few end up as revered shamans in orc society, and tend to use their magical powers in combat, ending up as respected members of an orc tribe that other orcs wouldn’t usually challenge in combat (for obvious reasons!). Designer's note - the current focus of development is having dwarves as the first playable race in King under the Mountain but they're not going to be the only ones you can play as! Next up we'll be introducing orcs and how their tribal, martial society offers a different gameplay experience.

Dæmons and the danger of magic

All of this comes with a price. The material world is populated by humans, orcs, dwarves, and other species and animals. The immaterial world is populated by incorporeal entities that might be called spirits, ghosts or worse. The use of magic temporarily weakens the veil between these two worlds. If its weakened too far in one place, a tear can rip open allowing entities from the Immaterial to enter and in some cases invade the Material world. The worst of these are dæmons - extremely hostile creatures born from the seemingly chaotic energies of æther. It's because of this that magic users are usually driven out of their native settlements by their non-magical kin as prolonged use of magic in the same place leads to a greater risk of dæmonic invasion. Human wizards tend to either live by themselves in a lair of their own construction, or join together into a university of magical learning with strict rationing of how much magic can be used. Designer's note - if you have any spellcasters in your settlement you'll have to balance the use of their (very powerful) abilities against the threat of dæmonic invasion!
« Last Edit: January 04, 2017, 01:31:56 pm by Zsinj »
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Mephansteras

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Interesting! However, your pictures are much too large. I suggest adding a width=800 modifier or the like to your image tags.
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