![]() |
Re: OT: The ambiance and setting (part 3)
So that's a yes for magic?
Is it based on dungeons, or does it also have wilderness? It might help in borrowing Dominions mythology. Here's what Kristoffer had to say about Ed Kolis' attempt at Dominions roguelike back in 2004: Quote:
For some reason, roguelikes are rarely bothered by copyright holders. That's probably why they're called rogues. :p |
Re: OT: The ambiance and setting (part 3)
sorry for the terse answer
it will be a roguelike, but more in the tradition of maybe a game like Uncharted Waters or Ogre Battle, or UW fused with OB. Overland travel, trading if desired, battles maybe, but mostly just RPG stuff; encounters and items and character advancement stuff. Encounters are largely with other humanoids, and not an unecessarily large host of random monsters including lice, rabbits, and newts (but there will be troglodytes). Also like Uncharted Waters and Ogre Battle, I'd like the player to be able to have an entourage, and for overland battle to switch to a tactical screen (tactical screen will be more like typical roguelike battle); city and dungeon encounters will already be on this tactical level. I suppose sieges are possible, but current goal is to get a system and character creation and ONE city working. Lastly, unlike a roguelike, it will not be tiles (or rather, pixels are treated like tiles), thus objects can occupy more than one tile. objects will probably just be circular masks (or tokens) with an alpha-numeric glyph on top, which is good because it allows sprites to be added later. maps and such will be either handpainted or built in tile-like fashion randomly or from text files. |
Re: OT: The ambiance and setting (part 3)
Quote:
Very promising! I guess the "tiles" could include homages to magic sites. You really should ask someone (perhaps Kristoffer, since he liked the idea earlier) for permission on using Dominions mythology, if you haven't done it already. As I said, it'd be a pity for any work go to waste. Also, I'm not sure what kind of discussion you'd like to see. What different nations would look like, or what the city could be like, or what? |
Re: OT: The ambiance and setting (part 3)
Quote:
I don't think Kristoffer would mind if you uses dom content for a roguelike, but I feel your characterisation of Kristoffers input into the dominions nations is misguided at best. Reading you posts it sounds like all these nations were just waiting to be plucked out of obscurity, whole cloth. |
Re: OT: The ambiance and setting (part 3)
Quote:
I feel like someone just killed Santa Claus. It's probably better if I just refuse to believe you, Johan. -Max |
Re: OT: The ambiance and setting (part 3)
Quote:
to that end, it is that bricolage that I want to borrow and build upon. |
Re: OT: The ambiance and setting (part 3)
Quote:
For Man, Mari, Ulm, Boguras, et al it is probably most appropriate to map events of European history onto these nations. Does Ulm becomes fragmented in a sort of treaty of Westphalia, or somthing like that? What happened in Patala? Do the Naga's maintain power? Does Man invade and colonize them? Who are these Naga's anyway? Where did they come from? Do the old divinities of Bandar Log and Kailasa return to save the land from the incursion of other nations? Or do the culturally unifying myths erode under the influences of new 'dominion'? This isn't a war between pretenders for ascendancy like Dominions, so colonization is the new 'dominion'. who are these new pretenders? how do humans treat some of the old and fading fairy and fey figures? What happens to Machaka? Does Mari invade and ship them off to be slaves? Or does their mountain god and Colossal Fetish fight it out and save this culture to develop in new ways? What happens to Blood Magic? Does Man and other nations successfully eradicate it only to replace it with some other form of more insidious magical power? Questions like these. |
Re: OT: The ambiance and setting (part 3)
Quote:
;) -Max |
Re: OT: The ambiance and setting (part 3)
Quote:
|
Re: OT: The ambiance and setting (part 3)
here is a decent example of what I'm looking for in pulling nations into this 'post-LA' age of 16-17 century settings. I chopped it together by simply doing a bit of research on England's Early Modern History. It segue's almost seamlessly with LA Man. Most nations should do this since a lot of LA is drawn from the trends of their historical counterparts leading into the 1500's (for example Man's declining magic).
Code:
'Man' : "The feudal kingdom of Man has lost all magic of \ Magic for man isn't so much gone as it is being reimagined. The text above implies it is gone, but that's not exactly what I have in mind. I'm more thinking that the way man thinks about magic is changing with their politics and philosophy. basically, the effects of a magic scale might be completely reversed to reflect this. I hope this clarifies what I'm imagining a little. |
All times are GMT -4. The time now is 04:28 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.