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Post by docclox on Nov 17, 2010 16:23:36 GMT -5
I was planning to use a variation of flagnine's idea of allowing you access to different areas after you had cleared the area before it. I like flagnine's interface design just fine. I was shooting for a way for the citizens of Magmell to discuss the pit, more than something for you to code up. For one thing, You'd have problems making the sectors big enough to click on Its a little linear but makes sense and allows for easy selection of a level in the range the player wants to fight at. Well, it doesn't need to be linear. You can have branching exploration trees, for instance. You'd still need to unlock the location, and you'd probably want to sort the locations by difficulty, but there's no reason they all need to follow sequentially on. Plus we will have the two seprate locations of the green and the pit. The green will on average be easier fights then the pit. And the pit after level 2 or 3 will be a hellish place. So, is there going to be room in the grand scheme of things for side quests like the one I've been writing the last couple of days? I'm not talking about that one particularly, but in general. Because I could well be interested in coding one up, once the combat and exploration system stablises a bit.
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Post by daisy_strike on Nov 17, 2010 17:01:31 GMT -5
Definitly room for quests, most likely they will need a key such as the tattoo you mentioned to get to special quest areas.
Daisy
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Post by docclox on Nov 17, 2010 17:18:42 GMT -5
Or an obsidian compass for that matter.
That sounds reasonable. Plot wise, it would be useful to have some guiding device. A map would be the simplest, but there's lots of room to be creative.
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Post by flagnine1 on Nov 17, 2010 18:01:18 GMT -5
Was figuring that for the first area in the pit, would be the sewers of magmel. basically the sewer works have complained to the guard that the rats have been attacking them, but none of the guard really want to go down there so they send you offering a small reward (triggers when you first go visit the guard HQ). The boss here is a wererat girl that is controlling the rats to create her underground empire. As for the green was thinking something like the slaves in the clearing crews have been disappearing during the shifts and someone needs to investigate. Turns out that a rogue faerie has been capturing them and turning the slaves into green zombies (probably starts at the guard HQ as well). Both of these are meant to be fairly easy starter areas to get people used to the exploration and combat system.
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Post by daisy_strike on Nov 17, 2010 18:45:58 GMT -5
Also doable. I was definitly think that the pit should have some pre-requisite before the guard will let you in.
Daisy
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tantor
Junior Member
Posts: 52
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Post by tantor on Nov 20, 2010 3:37:48 GMT -5
I was shooting for a way for the citizens of Magmell to discuss the pit, more than something for you to code up. After reading the background/time-line of Magmell I envisioned the Pit to look like a black hole floating in the ruins left of the lab. Probably surrounded by random derbies that it has dropped/launched over the years. Though most people probably haven't seen it past them exiting it due to the danger surrounding it. The term The Pit seems to refer to the area surrounding the spacial anomaly more then the pit itself. One idea for a later quest would be the Spherians wanting you to retrieve the security footage or lab specs from the old lab. The Pit size itself is what the guard has quarantined as "unsafe" either due to monsters or the danger of the pit launching something and you being close enough for it to land on your head.
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