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Author Topic: MyWorld  (Read 573 times)

Azkanan

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MyWorld
« on: February 28, 2012, 09:44:06 am »

I was making this mod earlier last year and it was going terribly well. Then as luck wouldn't have it, virus struck, everything lost.

I think it's about time I started up on it again - and with all the latest abilities in the game, it should be far more !!FUN!!.

I won't make any promises that I'll see the whole thing through, as life is heading for a busy schedule in a month or so, so hopefully I can get it done by then.

Features

The plan is to make a whole new gaming experience, making full use of a world I have created some years before now. The planning of this world I have includes how magic works, all the flora and fauna, in-depth details on the history, language, development, abilities and typical behaviour of the species.

- Magic
In MyWorld, magic is a semi-logical process. You can not make things out of nothing. You need fuel, oxygen and heat to make a fire. You need water - even particles in the air - to create a force of liquid. You need earth to create a force of earth and so forth.
In retrospect, all my hours of thinking "Outside of the high fantasy box" was to waste, if I had just spent some time watching a few episodes of Full Metal Alchemist.

Magic exists but is difficult to master, and it won't be available to all races. For example, the Ghul recoil in disgust at the idea of magic and it is punishable by exile for a Ghul to use it. Meanwhile however, the Neonni have fabricated it into every part of their daily lives.

- The Six Races
When I was first creating MyWorld, I went about it by logic and math. I split the world by 60% water and 40% land, I then set a calculation to create the flora, and from that, the herbivores, then from that, the carnivores - it balanced out quite well. During the process of generating the fauna and flora (over 2000~ each, I think?), I made a very small chance of "Sentience". Six species arose from this, with the generated tags.




Ghul
A Short yet sturdy creature heavily trained from young for war, a result of strict tradition and eugenics. Its long, muscles arms tower atop the foundations of powerful knuckles that double up as both as weapons and for movement, the creatures legs swinging forward before its arms moving further forward for movement. Its dog-like face is crowned by an ever-bald plate of skull that quickly tapers up and backwards to a stubby point.
Ghul are quick to enrage in battle and make truly epic warriors. Whilst they hunger for conflict and war, and indeed have a heck of a civil war history for it, they are loyal to their word, as even lying is an unthinkable act.
Ghul have a unique weapon style that are basically strap-on claws to their wrists. With these, they make use of the Wrestling skill. The claws have a number of edged attacks [Slash, Gash, Stab, Impale], which make an excellent addition to their grand wrestling abilities.



Steir
The Steir are the oldest and proudest of the races, large and long-lived with a rich history of royalty and subterranean riches. They are hive-minded and follow the rule of their queen* and live as in colonies.
The Stier  is a powerful, wide, lumbering creature with a swinging tail nearly as thick as its chest, tapering to a stubby point. they have dog-legged legs and some-what short arms. They are large creatures in comparison to others and make excellent use of their steel industry, equipping their soldiers with thick, heavy suits of armour and devastating, large weapons.

* It is currently impossible to bind a Caste member to an Entity position... so you'll have to find the queen, whenif you eventually get one in your Dwarf Fortress mode, and assign her to the prestigious Colony/Hive queen position. This position disables the queen and her spouse from doing work and as a result, she will spend her time in at the nest box platform.



Itsek

Itsek are lonesome, evil and ugly creatures, their snout is adorned on the upper half by a beak, their grey, mottled skin stretched tightly over their thin body. They are primitive beings at best with no experience in metalcrafting. However, they have an extensive knowledge in the craft of venoms, poisons and stealth.
Historically, the Itsek have been known to kill another when in proximity over petty arguements with no repercussions. They are abandoned as soon as they are able to walk by their likewise-abandoned single mother.



Neonni

Neonni are the most knowledgeable of the six races, their species are envied throughout the lands. They have a rich history of magic and a natural ability with it. As a result, they have intertwined magic into their every day lives, and replaced some parts altogether with it. Indeed, the Neonni have even developed weapons and armour that are intertwined with magic.
However, their is a darker side to this species. Not all of their kind are naturally adept and are indeed, completely inept. These are thrown to the slums where they breed in poverty and filth.
In appearance, they are half-lizard and half-snake with bowed legs. Their long, thin body sprout two nearly-as-long and thin arms, their head in the form of a narrow-headed gecko, or a short-snouted freshwater crocodile.



Tatoime

The Tatoime once were grand farmers. They lived in small settlements of burrows, their farmlands stretching across a great flat basin of rich, fertile land. However, historically, a cataclysmic event that heated the destabilized the well-being of the planet's temperature caused their warm lands to heat up, eventually turning it to desert land.
As a result, for dwarf fortress, they are able to live in Grassland and Desert lands happily (hopefully?).
In appearance, they are short and sturdy rodent-like people, a great flap of skin covering their mouth, drawn at the front like curtains to touch their large, black nose, alike in appearance to a hound. Their heads are more square than round, drawing back to great big leaf-shaped ears.
Their hands are half-hand and half-claw, put to great adaption through digging - although, they do wear a special sort of equipment on their hands to protect from cuts and bruises.



Vapiole

Vapiole are the richest of the species and are well-known for their trade. They are an amphibious people, well-adapted to their island nations from which they sprung. They tamed sea-creatures to haul their crafts burdened with trading goods.
The sea's riches are open to their peoples, as they make capable swimmers.
In appearance, their heads fans outward and backward to form a triceratops-like plate which curves inwards, protecting their unprotected brain underneath and at the back which is held in place by a thick slat of skin. Their body is humanoid in appearance with frog-like hands and feet, their thin, flexible fingers and toes ending with enlarged balls that are webbed between digits. They have a large, powerful tail that is fish-like in appearance.



- Flora & Fauna

I have a grand selection to choose from, to say the least (1901 Fauna and 1980 Flora).

Flora have been generated with;
- Name
- Root, Flower and Fruit colour
- Biome
- Size
- Taste
- Smell
- Growth Time
- What happens when eater; raw/cooked/boiled

For example;

"Vamex" is a blue-rooted, pink-flowered, purple-seeded human-tall flora that grows in Swamps. It tastes bitter, smells "Very Strongly Terrible" and takes ten days to grow. (o.o). when eaten raw it causes Paralysis, when eaten cooked it causes sleepiness, but when boiled, it acts as a powerful anti-infection.

As for the size and growth-time, a quick-growth time and a large size means it is thin and vine-like, whilst a long growth-time and a small size means it is thick, sturdy and pretty darn tough.



Fauna have been generated with;

- Name
- Diet
- Aerial, Land or Sea
- Colour
- Size
- Arms, Legs and Tentacles
- Intelligence
- Three basic adjectives

For example;

"Ecedean" is a midnight blue-coloured diminutive land creature that lives in the mountains and eats flora. It has four arms and four legs, is at problem-solving intelligence level and can be described as Slimy, Wild and Toothy.

"Moari'is" is a baby-pink fine-sized land creature that has two tentacles, lives in hilly lands and eats flora . It is of communication intelligence level and can be described as a Grazer, Kleptomaniac and Lonesome.




Progress

+ Race: Steir
* Weapon: Heavy Pick
* Weapon: Crooked Halberd
* Weapon: Bladed Halberd
* Weapon: Wave Scythe
* Weapon: Disc Scythe
* Weapon: Bladed Spear
* Weapon: Curved Spear
* Weapon: Plumbob Spear
* Weapon: Long Maul
* Weapon: Great Sword
* Weapon: Heavy Crossbow
* Armour: Armoured Suit
* Armour: Underalls
* Armour: Overalls
* Shoes: Plated Boots
* Helmet: Full Helm
* Helmet: Heavy Helm
* Helmet: Thick Helm
* Helmet: Grilled Helm
* Helmet: Masked Helm
* Helmet: Fanned Helm
* Helmet: Ceremonial Helm
* Helmet: Pot Helm
* Shield: Huge Shield
* Shield: Tower Shield


+ Race: Ghul
* Weapon: Claws
* Weapon: Crab-Claw Blade
* Weapon: Shortbow
* Armour: Chainmail
* Armour: Chestplate
* Armour: Armings


^ New Poisons/Venoms
* Syndromes & related fauna/flora


+ Race: Itsek

^ Magic Reactions
* Elements/Materials
* Workshops
* Reactions


+ Race: Neonni
+ Race: Tatoime
+ Race: Vapiole



& 50 new Fauna
* 5 Carnivorous Land-based
* 5 Herbivorous Land-based
* 5 Carnivorous Sea-based
* 5 Herbivorous Sea-based
* 5 Carnivorous Aerial-based
* 5 Herbivorous Aerial-based
* 10 Insects
* 10 Generic Fish


& 28 new Flora
* 5 Supterranean Crops
* 5 Subterranean Crops
* 8 Trees
* 5 Wild Plants
* 5 Generic Brush


$ Some sort of cool interactions
* Magic
* Plagues
* UNDEADYES

! Remove old, unsuitable data (DF-based fauna/flora/etc)
! New Music

« Last Edit: February 28, 2012, 09:49:37 am by Azkanan »
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Azkanan

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Re: MyWorld
« Reply #1 on: February 28, 2012, 09:44:28 am »

Screenshots

Spoiler: Scrapper VS Scrapper (click to show/hide)
« Last Edit: February 28, 2012, 10:11:21 am by Azkanan »
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