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Author Topic: Metalhead Mod collab/brainstorming thread  (Read 6441 times)

Trapezohedron

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Re: Metalhead Mod collab/brainstorming thread
« Reply #75 on: June 29, 2011, 10:01:31 am »

I think we should systematically add brutal to random entries. Brutal elephants. Brutal dragons. Brutal cows. Brutal socks. Brutal brutes.
And S0 BR004AL for the poser versions!

Hey Angel of Death, how many variations of goblins do you have? Also, any advice for elven genres an what to name them?
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Angel Of Death

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Re: Metalhead Mod collab/brainstorming thread
« Reply #76 on: June 29, 2011, 10:04:03 am »

FUCK!

I accidently deleted the posers.
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thatkid

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Re: Metalhead Mod collab/brainstorming thread
« Reply #77 on: June 29, 2011, 01:30:52 pm »

This mod would not be complete without some sort of megabeast representative of each genre (i.e. A flying Varg Vikernes for black metal).

Giant Johan Hegg with a battleaxe beard for folk/viking metal.
Corpsegrinder to represent death metal. I have no idea on how to change him up.


This mod sounds awesome already. One thing: Make everything human-sized.
It'll give some of that otherwise useless gear a purpose, and it'd be nice to be able to claim certain pieces of you foes' kit as a usable trophy.
Deathmetal Heads using acoustic guitars? UNTHINKABLE.

EDIT: I'm suggesting that all guitars double as ranged weapons that use an ammo called "Pick". When used at range, the "Pick" ammo is sub'd with the word "Soundwaves" or "Riffs" or something.
Something like...

Code: [Select]
[ITEM_AMMO:PICK_GUITAR]
[NAME:guitar pick:guitar picks]
[CLASS:MUSICAL_AMMO]
[SIZE:10]
[ATTACK:BLUNT:50000:10:rock:rocks:sweet riffs:5000]

Maybe even have different types of picks for different effects...so...

Code: [Select]
[ITEM_AMMO:PICK_GUITAR_DEATHMETAL]
[NAME:deathmetal guitar pick:deathmetal guitar picks]
[CLASS:MUSICAL_AMMO]
[SIZE:20]
[ATTACK:EDGE:30000:500:savage:savages:riffs:5000]

I doubt it will work, since fired ammo appears as strike on the log. Savaging and riffing will appear if the ammo is used to melee, not the weapon.
So I've found through trying it out with magical flutes in my own mod.
The way I worked around it was by making the ammo something that only adventurers could make and which disappears shortly after creation (allowing it to be named "riff" or "chord" or whatever), and then only with rare ingredients. We could maybe do that, allowing adventurers to be legendary rockers, traveling across the land slaying horrific creatures with the power of metal?
In order to prevent weirdness like all guitars being ranged weapons and requiring you to be a thrower (or whatever) to start with one in adventure mode, we could have the various riffs and chords act as spell items that you throw. An axe would just be a preserved reagent in the reaction.
Or better yet, a pick could be the firing mechanism and you need both a guitar and a pick to make the necessary ammo? I like throwing better, because it allows us to add syndromes and explosions. I can start work on the reactions now, but I'd just like to get some further input/ideas first.
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Trapezohedron

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Re: Metalhead Mod collab/brainstorming thread
« Reply #78 on: June 29, 2011, 01:40:45 pm »

Well, that could work. Note however, the target creature must be hit in a cloud, not burst, of syndrome substance, and that it's impossible to start fires, unfortunately, with that method (note that the other method cannot start a fire too.)

Anyway, you should try to keep the riffing diverse and effective, a slow spell is obviously outclassed if there are no expendable reagents, and collecting those reagents require a bag, removing the reagents one by one, and putting and using them with your hand.

You could try to make tiered guitars for better spells, or replace the tiered guitars with tiered picks.
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thatkid

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Re: Metalhead Mod collab/brainstorming thread
« Reply #79 on: June 29, 2011, 02:22:26 pm »

Well, that could work. Note however, the target creature must be hit in a cloud, not burst, of syndrome substance, and that it's impossible to start fires, unfortunately, with that method (note that the other method cannot start a fire too.)

Anyway, you should try to keep the riffing diverse and effective, a slow spell is obviously outclassed if there are no expendable reagents, and collecting those reagents require a bag, removing the reagents one by one, and putting and using them with your hand.

You could try to make tiered guitars for better spells, or replace the tiered guitars with tiered picks.
I think I'll utilize different picks for different riffs. From my experience with this, an item with a boiling point of 0 will not explode the moment it is made allowing you time to throw it and have it burst into a cloud near or on the target. While one can't start an actual fire, they can still cause burns this way with an incredibly hot material bursting into a searing cloud. If the ignite point is low enough, you might be able to make the cloud flaming but I haven't tested it yet.
Removing items from a container and making items happen in hammertime, so there isn't much to worry about there (or it looks like they do anyways. My flute-playing human was able to remove several ingredients and create an explosive melody before the honey badger even moved)

I'll probably start by making a single basic "pick" tool. This tool can be modified using some other ingredients to create decorated picks (A celtic knot pick for the folk/folk metal magic, for example). I'll have a simple set of basic chords that can be created without a pick, the in-game logic is that you're finger-picking. I don't think I'll require you to have any special ingredient to play a song; once you have a pick you can play any riffs or chords it allows. The difficulty would be in acquiring the necessary materials to upgrade your pick.
I'm also considering allowing the material of the pick to come into play as well, but I'm not sure in what way and it might clutter the creation screen too greatly.

The next issue is just deciding what sort of chords and riffs each type of pick will be able to make. This will be a lot easier when the syndrome updates come in, so for now I might just make a skeleton crew of spells with each pick only really unlocking a single new spell. The death metal pick allows for a brutal riff causing necrosis, for example.


Does anyone know if the quality of an item at all matters when you're throwing it? If it does, I'll tie the creation of picks, guitars, and songs all to the same skill and make the riffs a toy so that quality matters. If not, I'll not bother with that and instead just have the riffs be a glob of a material called "Brutal riff" or "Basic chord" whatever.
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Trapezohedron

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Re: Metalhead Mod collab/brainstorming thread
« Reply #80 on: June 29, 2011, 11:20:24 pm »

The quality doesn't matter, unless if it was a weapon and it has an edge. Qualities only affect the value otherwise.

Also, yes, I can also confirm that removing things happen in hammertime, but it annoyingly requires a backpack. Personally, I don't think of it as a nuisance, as I've done it before with my so-called 'magium' reagents.
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thatkid

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Re: Metalhead Mod collab/brainstorming thread
« Reply #81 on: June 29, 2011, 11:34:51 pm »

Ok, looks like it will be an edged ammo then.

Still looking for ideas for what types of chords and riffs we can have.
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Alternatecash

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Re: Metalhead Mod collab/brainstorming thread
« Reply #82 on: June 30, 2011, 06:56:15 pm »

Could you do it with descriptors? Such as a "Face-melting +death metal riff+" or a "Scorching -speed metal riff-"
The same way it's done for trap components.
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Angel Of Death

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Re: Metalhead Mod collab/brainstorming thread
« Reply #83 on: July 01, 2011, 11:04:55 am »

Can I work on some weapons? I've really just lost all inspiration to make the posers after I deleted them last time.
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Trapezohedron

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Re: Metalhead Mod collab/brainstorming thread
« Reply #84 on: July 01, 2011, 11:48:19 am »

Can I work on some weapons? I've really just lost all inspiration to make the posers after I deleted them last time.

Of course, this is a collab thread after all. Anyway, I'm thinking of doing something else instead of making the elves, since I can't quite wrap my mind around their genres and bonuses.

EDIT: Make sure to make Bloody Guitar axes, hammers of some instrument type, and BRUTAL versions of weapons (artifacts)
« Last Edit: July 01, 2011, 11:49:50 am by New Guy »
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thatkid

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Re: Metalhead Mod collab/brainstorming thread
« Reply #85 on: July 01, 2011, 12:01:44 pm »

Could you do it with descriptors? Such as a "Face-melting +death metal riff+" or a "Scorching -speed metal riff-"
The same way it's done for trap components.
I think I could. The way I'd be doing it is having the ammo type be, say, "riff" and then the material's ADJ be, say, "Face Melting Death Metal"
That way, you end up with +Face Melting Death Metal Riff" or whatever.

Going to work on it now.
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