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Author Topic: Creating a Dwarf Forum game {processes, etc)  (Read 15512 times)

Truean

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #30 on: January 30, 2015, 12:39:03 am »

Well, it appears I went past the Forum's 40,000 character limit for posts on the last one.

I'm not even done with the characters yet (though there's a fair deal there), much less the other aspects. O well go figure. I suppose I'll have to separate stuff out into smaller chunks. Maybe I would've had to do that anyhow, seeing as a link to a specific internal portion of a post isn't possible anyhow, so I should've given each character their own post anyhow.

My original thing was to go back and add things in the small amounts of time I had, but now that seems less practical than it already was. At the same time, I don't want to be making a million posts.

So, I guess the balance needs to be struck between posting a lot of small stuff, and making posts like the one above this that are too freaking big for two reasons. A.) The forums won't allow it, and B.) Its harder to reference it. Therefore, smaller posts it is.

Review: Well I think overall I'm getting a lot done slowly but surely. I'm hammering out some pretty high quality NPCs, especially considering that they aren't done and I can't write more on them without somehow separating out stuff into its own post. 

Until next time/while I'm filling in backlogged material.
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Truean

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #31 on: January 30, 2015, 04:19:50 pm »

2.) Terrain General Setting Wireframe Rough-in. WIP

2.A.) Geography
Loslakva Region is 8 nearby islands otherwise isolated from everything else in high northern latitudes and perhaps also large polar glacial ice sheets. Formed long ago by volcanic action, the islands rise out of the fish abundant Wintergorn Sea and home of the undersea Lobiv species and its empire.

The islands range generally in a gentle westward curve from South to North thusly. Corastad, Onklad, Kousinad, Ferianad, Nobelad together with Esyalad, and Folagad together with Takad go from South to furthest North. Finally, the Polar Ice cap resides northernmost with vast and uncharted frozen reaches.

Polar Ice Cap:
Enormous, white, vast, and frozen, The Polar Ice Cap crowns the world's north.Mostly ice, there are still landmasses crushed under compressed glaciers miles thick. While the environment is unforgiving and lethally cold, the natives are also a threat.

Frozen, the Polar Ice Cap is nonetheless home to the fabled warlike Ice Giants. Brutal, big, and brazen, the Ice Giants have a culture of contest, typically physical. Ice Giants are poor sports at their favorite non lethal past time: ice boulder launching, which scores for distance, aim, force, and boulder size. Ice giants have no religion, considering themselves gods. Politically Ice Giants form frozen kingdoms under enormous tyrants and their elite cadre of champions. There are currently 9 Ice Giant Kingdoms situated among the Polar Ice Cap.

Combat is the basis of Ice Giant Society. Commerce is practically unknown, because Ice Giants have so very few needs. Ice Giants drink enormous quantities of water, readily available from their frozen environment, and require cold temperatures to live. Ice Giants do not eat in the traditional sense, but do hunt and fight for sport and cultural glory. Ice Giants will capture one another in combat, and execute captives back home in ritualistic combat for public display. While Ice Giants do not wear clothing in the usual sense, they do keep trophies of their kills and it is not uncommon to see an Ice Giant Draped in the pelt of a a kill, ranging from an unfortunate mammoth, to a particularly large artic seal.

In addition to the Ice Giants, a particular non-frozen variety of giants also inhabit the southern reaches and rim of he Polar Ice Cap. They are not "Perfect Immortal Gods" as the Ice Giants claim to be. Rather these non frozen giants do have need of food, clothing, etc. Many raise mammoths, go whaling, construct igloos, and trade amongst one another. These "flawed Giants" are viewed as an abomination by the Ice Giants, who have no problems capturing, torturing and killing them. Thus, the "Flawed Giants," are nomadic, and relocate enough that tracking them down is more trouble than it is worth for the Ice Giants.  Thus they survive.

Wintergorn Sea:
The Wintergorn Sea is in a constant tug of war between the Polar Ice Cap's freezing and the Sea's Thawing actions. Dotted by several floating Icebergs, some of enormous size, the sea is often not calm, and subject to artic storms. Certain Icebergs are actually so large that they hold vast colonies of animals (seals, artic predators, the occasional stranded mamoths etc) and even one of the largest Flawed Giant Colonies, isolated and safe from the Ice Giant Kingdoms.

All of the surface activities happen above and beyond the notice or Care of the Lobiv Empire. The Lobiv are enormous intelligent lobsters feasting upon the ocean's bounty of undersea refuse. Lobiv are typically more than willing to keep to their own undersea domain and rarely bother with the surface, as it poses little threat and holds little interest for them. Lobivs are composed of Family Groups organized into Colonies, all of which are loyal to the empire. Lobivs place value upon refuse, as it is edible to them. Swaths of the ocean floor are individually or familialy claimed by Lobiv and the accumulated refuse is gathered in a renewable, never ending food supply. Lobiv construct buildings and homes out of coral and enjoy spending long periods of time guiding the growth of coral formations.

Lobiv society is largely an intellectual one, focusing on personal family relationships, and "tending the sea's garden." Nature is considered a conservation interest, but not a sacred one. Lobiv exist off refuse and know all fish eventually end up as refuse. Thus, they see no need to hurry the process along. Thus, Lobiv, while able to defend themselves, are a largely peaceful society.

Militarily, Lobiv form schools and rely upon formation fighting to take advantage of their armored exoskeletons, and coordinated claw attacks. There is no standing army as surface races would classify them, rather each and every Lobiv is required to serve the empire when needed as soldiers. Though, in Loslakva's Wintergorn Sea, the Lobiv are unchallenged in their undersea domain, so this has rarely happened.

Features of the WinterGorn Sea:
Large than any other Loslakva geographic feature (except perhaps the polar ice cap), hosting temporary, mobile, large icebergs, and with no physical division from the rest of the Ocean, the Wintergorn Sea is difficult to describe. It has permanent features, but most are submerged.

Closhelven: Power center of the Lobiv Empire, Closhelven features the Pearl Palace (with adjacent Oystershell Gardens), a vast coral city housing over 200 distinct Lobiv family clans, massive debris claim fields surrounding it, and the Endless Trench. Total population could be estimated at well over 50,000, though no census exists for this undersea metropolis. Most Lobiv here spend their time harvesting refuse from positively massive debris fields, forming coral into artful buildings, while some raise carefully cultivated fish populations so they will eventually die and become refuse. Peaceful, numerous, and unchallenged, the Lobivs have no need for professional soldiers, though threats have presented themselves as giant sea creatures, glacially massive icebergs threatening the ocean floor, and others.

The Lobiv maintain several colonies all over the frigid Wintergorn Sea floor, their total estimated population could easily be in the 6 figure and though unlikely, perhaps in the 7 figure range. Exact numbers are hard to come by, and the lack of population reducing wars or resource scarcity means the Lobiv can expand quite a lot without being noticeable. This is especially true, as while Lobiv can breathe air, they have no reason to interact with humans or other surface races, and usually don't. It happens, but the Lobiv don't want it to.

Glokenjornin: The world's largest known iceberg to date slowly drifts along the northern reaches near but not touching the Polar Ice Cap. Safe from the Ice Giant Kingdoms, the "Flawed Giants" have set up a colony on this massive floating ice island. Far from it's only inhabitants, the "Flawed Giants" share Glokenjornin with an enormous colony of seals, as well as penguins and arctic predators. The ecosystem is supported at its base by large fish reserves. Estimated Flawed Giant Population is compactly concentrated and approximately 3000. The "Flawed Giants" exist largely off seal and game hunting, with very little ability to catch fish themselves. As mostly isolationists seeking sanctuary from the Ice Giants, the "Flawed Giants" keep to themselves in their floating home as it drifts the polar current.

Takad:

The furthest North of the Loslakva Region Islands (excluding the Polar Ice Cap of course), Takad is a fairly large boreal tundra with mountainous, hill, and forested regions. Though the largest Geographical feature is the Takad Tundral Plains, which is home to several large mammoth herds.

One of the 6 Main Human Lords resides on and rules over Takad. The ancient basis of his power is mammoth hunting and the fact that it takes a concerted group effort to bring one down. Lord Culhab's family tree long ago organized hunters under their command and proved the best, safest mammoth hunters. With control of key resources and the best (de facto) military, The Culhabs took over. All human clans on Takad swear allegence to Lord Culhab.

Culturally, the humans of Takad revolve around Mammoth hunting and exist upon enormous herds. To this end, the clans exist in long wooden and bone structures lined with mammoth fur as insulation.  Common tools are largely made of bone, though some rudimentary metalsmithing exists. Fishing is largely unknown to the Takad. That said, all Takad are very good at their culturally specialized task of hunting, and utilization of the secondary resources that produces. All clans consider it an honor to take place in massive mammoth hunts, led by the Culhab clan.

Religiously, The humans of Takad Worship the Divine Herd, a mammoth pantheon of 6 primary deities focusing upon, the hunt, furs, fertility, death, speed and fortune/luck. Shrines to the Divine Herd feature the largest mammoth tusks as ornately carved sacred artifacts. Individual worshipers of the Divine Herd may wear necklaces with mammoth bone shard pendants.

[Placeholder for individual Clan information for Takad]

Clan Culhab: Wealthiest, and most powerful, Culhab is the royal, ruling house of Takad and practically all her clans. Members of clan Culhab are relatively few, but well equipped, trained, supported, and combat capable. Young are immediately trained to rule, forcibly, from an early age. Power among Culhab flows from hunting ability, weapon skill, and to a lesser extent the number of personally loyal warriors (but they are usually loyal to hunting and weapon skill). Clan Culhab's presence and power is concentrated in [placeholder for Takad human main settlement]; it holds several longhouses exclusively for its use.

Clan Horhab: Descended from an old clan formerly banished for a long forgotten offense, clan Horhab is the most self sufficient on Takad. Far from banished now, the Horhab often decline to participate in massive mammoth hunts hosted by clan Culhab. Other clans find this strange and distasteful.  The clan's goods are distinctly more austere and serviceable longer than other Takad clan goods. While the Horhab worship the entire Takad Mammoth Pantheon, they focus on their god of furs. Clan Horhab centers around [placeholder]

Clan Valahab: Longtime rival to clan Culhab, Valahab is relegated to second place, bitterly. Clan Valahab would replace the Culhabs if they could, and the Culhabs know it. Valahab young are raised to covet trophies and particularly large mammoth tusks above all else to show their superiority. This goes above and beyond the usual Takad Human religious fixation on tusks and inflates bruised egos.


Takad Non Humans:

Cold Summit Hold
Humans and Dwarves have no Contact with One another in the Loslakva Region. The Dwarves are FAR more technologically advanced than the humans who unwittingly live above them. The Cold Summit Hold is focused on well managed sustainable underground economy.

The Centrarium (Cold Summit Hold):

In terms of physical structure, Cold Hold Summit is actually largely semi rural in human terms and spread out over rather wide, well managed territory. Cold Summit Hold is centrally focused on the Centrarium, a highly advanced, well managed, and centralized underground city. The Centrarium contains, well planned, beautiful housing complexes for the large amount of government ministers and soldiers residing there. The Centrarium features massive military complexes for defense, training, equipping and fielding soldiers when needed. Massive warehouses store tremendous amounts of resources, and a great reservoir contains vast amounts of fresh water.

[Placeholder for organizations featured in The Centrarium, Cold Summit Hold]

The Protectorates: (Cold Summit Hold)

Connected to the Centrarium by impressive tunneled roads, massive amounts of underground territories are maintained by the Dwarves of Cold Summit Hold. They are settled largely without centralized cities, but rather with well spaced and managed houses focusing around families and clans. These territories focus on conservation of natural underground ecosystems for controlled hunting and resource gathering purposes with well defined pockets of cultivated land. Cultivated land is usually near familiar and clan Dwarven homes and is highly specialized in producing a given resource depending upon the area. These resources include, various crop plants (edible mushrooms, lichens, molds and algae as well as luminescent varieties of these), underground herd animals (and their feedstocks), underground fish and aquatic food animals, and even underground lumber (mostly fungal, but not all). 

Cold Hold Summit Dwarven Clan Homes. Being fairly Rural, these dwarves defy the normal compact model for their kind. Cold Summit Hold Dwarven Clans often claim areas of underground ecosystems and manage them for sustainable preservation and resource gathering. These underground wardens are vital to holding back invasive goblins and other not so friendly things. This leads them to build dispersed Dwarven manor homes throughout their territories, some housing dozens and dozens of individuals in a clan. Families vary but are largely individualistic with sparse central authority vested in whoever makes the most sense. This is a key aspect of Cold Hold Summit Culture.

Colplacin: Protectorate 1

A large underground cavernous region dwarves are happy to have and happy the goblins don't, Colplacin is immediately south of the Centrarium. Existing three dimensionally underground, Colplacin has 5 primary vertical levels (not perfectly on top of one another, but overlapping sometimes).

The topmost is Colhigcin a primarily [rock type placeholder] cavern system of many square miles. Naturally, the cavern's ecosystem features large underground forested areas, mostly dark adapted animals whose ancestors migrated from the surface, bio-luminescent moss, a positively massive bat colony, and periodic pools draining into lower levels. Unfortunately, some disorganized goblins still stealthily hide and hunt here. The Dwarves consider the area a hunting reserve with some light lumber harvesting, and it has long been a reliable pantry. The Dwarves have made raised infrastructure to allow safe passage and transport without disturbing the area much. That said, Colhigcin is dotted with dwarven clan homes built into cavern walls, stalactites, or other natural features.

The second layer is Colduacin and it is a wide ranging fungal forest with pristine water runoff ponds draining into lower layers. Coldduacin has a relatively small amount of predators and abundant prey animals feasting upon underground flora. Dwarves gather meat and hides here in a controlled hunting fashion that is strictly regulated for prey population management. The occasional lost, stray goblin will show up and catch a few dwarven arrows, but it's rather safe. Several Dwarven clans built their manor homes here.

The third layer is Colmidcin and it's full of winding, fairly narrow passages. Water flows between layers here and there's some bio-luminescent moss, but otherwise only scarce wildlife lives here. The dwarves moved right in and an abnormally large number of Dwarven clan manor homes are present here, because the clans in question claim territory on other, harder to inhabit layers (like the fourth and fifth layers, Colquacin and Coldepcin). The houses aren't right next to one another but it's comparatively noticeable they they're within sight or sound of each other (the sound does carry though). The dwarves do plant especially elaborate gardens even by Cold Hold Summit standards to offset this though.

The fourth layer Colquacin is largely but not entirely aquatic with massive underground lakes bordering on being seas. Dry, if dark, passage is available over and around most of these bodies of water with relative safety from most air breathing creatures. The waters, however, hold a wide variety of fish and life, some of it angry. Massive, if slow, territorial snapping turtles nest in the area and WILL bite, hard.  Dwarves have long fished here, carefully. Water levels have a tendency to fluctuate, so no dwarven clan would make its home directly on this level, but rather in the third layer, Colmidcin (above this one).

The fifth layer Coldepcin is unquestionably the most dangerous one in Colplacin. The local flora and fauna aren't all poisonous but the ones that are tend to be very, very aggressive. That said, there are some very nice naturally growing plants that act as clothing dyes, and 3 different species of medicinal plants (an analgesic pain killer, and 2 anesthetics) Additionally, the poison of a particular lizard is a well known antibiotic, though it ... is still poisonous. Dwarven clans come here, but don't LIVE here. They build their houses on the third layer....

[Placeholder for Cold Summit Hold: Protectorate 2]

[Placeholder for Cold Summit Hold: Protectorate 3]

[Placeholder for Cold Summit Hold: Protectorate 4]

[Placeholder for Cold Summit Hold: Protectorate 5]

[Placeholder for Cold Summit Hold: Protectorate 6]

[Placeholder for Cold Summit Hold: Protectorate 7]

[Placeholder for relations with others]

Goblins on Takad: [Placeholder]

Takad Goblins generally are a somewhat chaotic mass of rather upset little monsters more than delighted to kill you and take what you have.

[Keeping in mind that goblins do not enjoy Dwarves and try to occasionally contest these things]
Nobelad together with Esyalad, and Folagad

Folagad is west of Takad and roughly the same latitude. Esyalad is west of Nobelad and south of Both Takad and Folagad. The human Lord Calivhab rules over all three islands.

Folagad

Folagad is the second northernmost Island in the Loslakva Region, and is politically ruled by the Human Lord

Esyalad

Esyalad is the location of Krovic the Red's shipwreck, after a storm blew his ship impossibly off course from a forgotten land. Humans eventually dispersed to the other Loslakva Region Islands. That said, Esyalad is the oldest know and most developed human settlement in the Loslakva Region, and the current Lord Calivhab is a direct descendent of Krovic the Red.

Geographically Esyalad had a nearly 100% naturally conifer forested surface. Human logging and shipbuilding have sense cut down a portion of this, though the island is still mainly forested. [additional information placeholder]

Politically, the human Lord Calivhab is arguably the most powerful among human lords in the Loslakva Region, as he controls 3 of the eight islands (their surfaces). Krovic's Landing boasts a large shipbuilding industry, making ships powered by both oar and sail. Whereas other species and races may have spread among the Loslakva Region islands largely by means of underground tunnels, humans have done so exclusively by ship.







Nobelad

Nobelad Non Humans:

Bronze Bane Hold Hold
An ancient production center of the world, Bronze Bane Hold thrums with purposeful works. Many mistake "production" for "commerce" Bronze Bane Hold does not. Here, things are made in abundance to vanquish want, not to profit from it. Massive warehouses contain large surpluses of goods; even then loyalty and guild skill rule moreso than coin here.

Bronze Bane Hold is ruled by a counsel of skilled guilddwarves. All who achieve a guild rank of master are given vote, and all guild members may speak, but it is not wise to do so idly. The counsel votes on most things, though it often delegates its powers to special masters, generals, ministers, etc. The counsel reviews and overseas its appointed ministers and approves or disapproves their actions and continued appointment. Guilds are far from "corporations" they exist not for profit but to further their arts and the products of those arts. This does not mean Bronze Bane hold labors for free, quite the opposite, it will do so to maintain its freedom, power, and comfort. Kill is widespread; want is scarce.

Culturally, life in Bronze Bane Hold centers around guilds; they provide social, economic, and political stability. Production abundance means few do without in Bronze Bane Hold, and that abundance is traded for power. Though Bronze Bane Hold can field and impressive and certainly well equipped military, it would rather make friends of enemies than corpses. Several Dwarves have found it to their advantage to join rather than oppose Bronze Bane Hold.

Religiously, Bronze Bane Hold worships Doranadav, God of the Forge and the Crafter, who takes the world as it is and makes it what he wills for his people. Beneath Doravadav, is a pantheon of other craft and virtue related deities. This belief provides a steadying hand and several temples for socialization and various services to the devout. Said services include ritual worship, food, drink, recreational bathing facilities, and allotments of certain goods. Citizens of Bronze Bane Hold appreciate and after a fashion worship production and skill, so it is rarely abused. Though citizens (not non citizens) often get things without paying, that doesn't mean they don't earn it, as all citizens do labor at some task.

Personally, citizens of Bronze Bane Hold enjoy a better and safer quality of life than most.

Organizations of Bronze Bane Hold:

The Guild Counsel:

The ruling body of Bronze Bane Hold composed of speaking guild members, and voted in by those with a guild rank of master or higher.

Sewwright's Guild:
Focusing upon clothiers, tailors, leatherworkers, tanners, weavers, and similar professions, the Sewwright Guild Provides Bronze Bane Hold's clothing and fabric needs. Clothes are mostly tailored to the individual Bronze Bane Hold Citizen and produced en mass. The Sewwright's Guild will strive to have in stock 100 outfits for every Bronze Bane Hold Citizen, though the individual citizen will probably never have even half that many in his or her closet. Certain Dwarven Citizens may be of similar sizes, but thankfully a surplus of skilled labor and materials means abundance stocked in warehouses.

Forgewright's Guild 
Focusing on blacksmiths, smelters, Metalworkers, Armorers, weaponsmiths, and other metal related professions. While this guild is more specialized and produces less product by ton, they produce very important materials. Everyday household goods are often made out of wood or stone rather than metal, as those materials are more abundant. Production is focused upon armor and weaponry with metal being used in other applications only where needed.

Stonewright's Guild
They carved Bronze Bane Hold out of the stone itself and carved the stone to suit Dwarves. They create the buildings of Bronze Bane Hold through mining, masonry, or both. They also provide the basis of many built in furnishings and storage objects.


Woodwright's Guild

Cropwright's  Guild

Bakewright's Guild


[Placeholder for more guilds etc]

Krovic Empire: [Placeholder]

Ruled by Lord Calivhab, descendant of Krovic the Red, the empire consists of the Islands of Folagad, Esyalad, and Nobelad. The Empire's standing army and navy enforce Lord Calivhad's rule when needed, and ensure the safety of Krovic Merchants in foreign trading centers. The empire is a traditionalist monarchy with rule following Krovic the Red's bloodline. it is unquestionably the oldest, and largest Human Empire in the Loslakva Region.

Militarily, standard Krovic Imperial soldiers wear leather armor and wooden sheilds while fighting with spears. This enables them to fight equally well on land or sea (metal sinks, wood floats). Archers are present but actually looked down upon in Krovic society as unworthy of melee combat. Light cavalry exist in small numbers and sadly are rarely used to the greatest tactical effect, though flanking maneuvers are executed frequently. Imperial Krovic Ships are usually galleys focused on ramming enemy ships to sink them and naval ship to ship troop combat.

Culturally, the Krovic Empire's official deity is a sea goddess, emphasis is placed upon praying for safe passage over the sea and blessing vessels for seaworthiness. Overall, there is surprisingly little focus upon worshiping sea creatures, but rather the focus is on the seagoing vessels themselves.


Ferianad:

Kousinad

Onklad:

Corastad:

Corastad Non Humans

Shine Steel Hold
The most militarily focused of the three Loslakva Region Island Dwarven Holds, Shine Steel Hold has a culture of honor in martial prowess. It is quite often one of the leading causes of goblin and ogre deaths, as well organized squads of Shine Steel Hold Soldiers make it their business to doggedly destroy them.

The entire Shine Steel Hold society is focused around military operation. Children often play with toy weapons from a very early age and participate in play mock battles (analog FPS). Families organize themselves largely into regiments and sport their family crest below that of the Shine Steel Hold Crest.

Non military persons do exist in Shine Steel Hold, and they are not valued nearly as much as militarily inclined persons. However, the Shine Steel Hold, while perhaps somewhat brutish at times are far from stupid. They recognize that an army marches on its stomach and that fortifications can be the difference between holding ground and being buried under it.

Culturally, Shine Steel Hold places more importance upon experience than education, and does not enjoy delving into philosophical debates. Dorrav of Bronze Bane Hold once remarked that the Shine Steel Hold Dwarves were ignorant. A purposefully unnamed Shine Steel Hold Soldier replied, "True, we know nothing of your foolishness." A different soldier once remarked, "The enemy hid, we sought him out. Now he surrounds us entirely. Good, our strikes cannot miss." The Shine Steel Hold Dwarven Lord Lovatrinav once had an allied dwarven scout from another hold urge retreat, because there were 2 goblins for every dwarf. Lord Lovatrinav replied, "We must each kill 2 of them? You're right, they should." Shine Steel Dwarves may play the stooge, but they are only concealing a wit as well honed as their weapons.

Shine Steel Hold Centers around the hold itself, with a fairly limited amount of directly controlled rural underground areas for resource gathering. There are some rural tribute states of quite small Dwarven underground settlements under Shine Steel Hold's direct protection and indirect control (tribute states), but those have become culturally almost identical to Shine Steel Hold. The Shine Steel Hold features a large vertical shaft with a winding rampway and a central elevator within that. Functionality wins out over decoration as the entire thing is austere by Dwarven standards.

Shine Steel Hold is home to the following featured Groups and institutions:

The Shine:

A group of dwarven warriors embodying the virtues of Shine Steel Hold, it was said have been formed originally without a name, as no need for one was seen. Then, famously an ambassador from Bronze Bane Hold asked what was making the glare blinding his view. Shine Steel Hold Dwarf Lord Lovatrinav replied simply, "The Shine." The name was simple, sufficient, and stuck.

The Shine is a military organization one joins for life as a second clan. It provides training and unity, as well as Shine Steel Hold's famed military infantry. Some of the best weapons in the Loslakva Region come from Shine Steel Hold, and The Shine knows how to use them. Advanced tactical and coordinated training for highly effective infantry is most concentrated in Loslakva here. Troops Train in individual combat, dual dwarf combat, tripple dwarf combat, quadruple dwarf combat, on up into specialized squads of 12, which each dwarf covering specific areas of the group's defenses and attacks. Additionally The Shine trains recruits for combat against a large number of combat configurations and numbers of foes.

[Placeholder for "The Shine's" Officers and Holdings]

The Bulwarks:

The Bulwards, is an organization of fortification makers specializing in mining and masonry to construct all the stonework the Shine Steel Hold may need. The Shine Steel Hold is brutal but far from stupid. It realizes that fortifications are often the difference between holding ground and being buried in it. The Bulwarks

[Placeholder for "The Bulwarks'" Officers and Holdings]

2.B)Races/Species, General:
Humans
Dwarves
Ogres
Goblins
Lobiv
Fey
Ice Giants

Humans:
   A storm blew Krovic the Red’s ship impossibly off course bringing them to Loslakva from a land they have forgotten. Nordic and now established in Loslakva, humans rely upon hunting, fishing, herding, and limited farming. Their metalworking is rudimentary and their ships are light sail and oar powered. Politically, Loslakva Humans are composed of clans, the overwhelming majority of whom have sworn allegiance to 6 separate squabbling lords. Many have difficulty surviving in this harsh land. Loyalty is far from guaranteed, as many humans attempt to pursue their own gains.

   The overwhelming majority of Loslakva Humans have never seen a dwarf and regard them as fanciful legends. Goblins are an unfortunate reality, as are ogres, though they would prefer them to be simple nightmares.

Dwarves:
   Isolated from all others and united out of necessity, the Dwarves have been in Loslakva since time immemorial. Dwarves rely upon sophisticated underground farming and ranching, with  underground hunting. Dwarves have sophisticated mining and building technology, no ships, and advanced metalworking. Politically, there are three Dwarven kingdoms in Loslakva, allied against their common enemies and connected by underground passages.

   Dwarves know of and avoid humans and ice giants, hate goblins and ogres, and could care less about anything else on the surface. They are secure in a highly sophisticated society that wears the earth itself as armor. Dwarves live centuries and form strong relations between themselves. They are organized into regiments with the overall focus of improving the skills of all dwarves as a means unto itself. Art is incredibly important as it can show both beauty and practical methods to improve skills.

   Cold Summit Hold: Located on the island of Takad, this is the northernmost of tha Loslakva Dwarven settlements.

   Shine Steel Hold: Located on the southernmost Loslakvan island of Corastad

   Bronze Bane Hold: Located on Nobelad.
   
Ogres:
   Ogres live in hunting packs, worshiping the hunt and strength; they are as likely to spear other ogres as to speak to them.

Goblins:
   While seemingly formed into large clans and warrens, Goblins are greedy and self serving.

Lobiv:
   Giant, intelligent lobsters, can sometimes be seen on Loslakva’s shores. Unfortunately, many find lobiv tasty; fortunately for the Lobiv, they are not an easy meal to bring down. The Lobiv make their homes off the coastal shores, raise oysters  for food and pearls,

Fey:
   Mysterious nature spirits, rarely seen and rarely regarded as more than legend, are nonetheless real. Their appearance varies with features varying between and among plant and animal characteristics.

Ice Giants:
   Tall, terrifying, incomprehensible, and violent, Ice giants roam the northern wastes and ice flows. It is uncertain how they survive and what if anything, they eat. What is known is that they are incredibly angry.
« Last Edit: March 08, 2015, 10:16:14 am by Truean »
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Current Spare Time Fiction Project: (C) 2010 http://www.bay12forums.com/smf/index.php?topic=63660.0
Disclaimer: I never take cases online for ethical reasons. If you require an attorney; you need to find one licensed to practice in your jurisdiction. Never take anything online as legal advice, because each case is different and one size does not fit all. Wants nothing at all to do with law.

Please don't quote me.

Truean

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #32 on: January 31, 2015, 03:48:50 pm »

3.) Historical / Cultural / Religion Wireframe Rough-in

The Geological and Pre History

The Loslakva Region and its eight islands were formed by volcanic actions ages ago. Many of the volcanic actions that formed them are either dormant, not actively erupting, or simply active but below the surface. As such, Geothermal energy is still possible and in some places abundant. Water began to carve out and expand various lava tubes and tunnels until erosion created vast underground caverns, both above and below sea level. Most of these cavernous areas remain closed off from the sea and dry with freshwater deposits as opposed to saltwater, though exceptions exist. From these, other water erosion, and geologic activity, large caverns formed under the region.

Pre Human Settlement:

The  Loslakva Region remained for a long time, one of the world's last larger islands uninhabited by humans. However, it was not uninhabited. The exact origins of Dwarves on the Island are lost even to their ancient histories. There have practically always been many Ancient Dwarven houses in Loslakva region but three have always stood out: Cold Summit Hold, Bronze Bane Hold, and Shine Steel Hold. All other Dwarves in the region eventually became assimilated into these.

All of the various dwarves have long warred with the Ogres and Goblins of the region, typically driving them out of lands clamed by the Dwarves and into the surface. This reality typically meant and continues to mean the Dwarves usually chose to have nothing to do with the surface. The Fey, Lobiv, and Ice Giants have rarely had any significant dealing with the dwarves.

Cold Summit Hold has long had the most territory of the three Holds, and it is suspected to be the oldest of the three Holds. Bronze Bane Hold is the most productive (especially per capita) and Shine Steel Hold is the most militaristic. The three Dwarven holds have a long history of trying to coexist to combat the larger goblin and ogre threats, but in antiquity, fighting between them did occur. Shine Steel Hold once tried to take over Bronze Bane Hold, but the invasion proved unfruitful, resulting in a standstill. Cold Summit Hold, with its distance from and advantageous position relative to the other Two holds has never been invaded by a Dwarven army.

All Dwarven Holds have, by necessity fought off innumerable goblin invasion attempts. Thankfully none of the Three main holds have ever been breached, and any outlying land that was momentarily claimed by enemies was relatively quickly retaken. Generally speaking, each of the three Dwarven Holds has expanded and held its territory in line with its overall philosophy. Shine Steel Hold expanded through military might; Bronze Bane Hold took willing applications to join its holdings; Cold Summit Hold expanded into the unclaimed Northern Underground areas and cultivated them while strategically restricting access to them.

First (1st) Great Mass Goblin Invasion of Pre Human History

No one knows or cares where all the goblins came from, but a whole lot of them came. It is known that Shine Steel Hold was the first major Dwarven settlement to see the unwelcome guest in its territory. Panicked subjects sprinted screaming to Lord Lovatrinav of uncountable ugly invaders bringing ruin and wraith. Lord Lovatrinav replied, "Let's return these unfit gifts." He, activated all levies, closed every gate, and led 14 legions to pursue the goblins. Several initial engagements were the size of battles themselves. Numerous was the foe. Skilled were the Dwarves, whose losses paled in comparison to goblin corpses.

The initial engagements stretched 17 days, and threatened to stretch further. The goblin numbers were not exaggerated. Despite slaying several thousand, Lord Lovatrinav could not locate their main host until it fell upon Durnralav, an outlying tribute state. The goblins nearly wiped out the entire settlement; scouts reported goblins overwhelming it as a wave. Lord Lovatrinav replied, "A second wave will overwhelm the goblin wave." Lord Lovatrinav diverted an underground river into a reservoir and opened it.... Tens of thousands of goblins drowned, having killed all the Durnralavi beforehand.

This practically cut off all goblin entrance or exit from Shine Steel Hold and its tribute states. There were other paths in and out, but no goblin knew of them, and this cut the goblin army, irredeemably, in two. Those goblins cut off from Shine Steel Hold lands, spread to terrorize other portions of Loslakva. Some Some 40,000 goblins remained, trapped, in Shine Steel Hold territory. Lord Lovatrinav sought and slayed them wherever he found them. Later census reported Lord Lovatrinav commanded some 140,000 troops; 18,000 of them died while killing an estimated 316,000 goblins in Shine Steel Hold territory. The goblin corpses were burned; the Dwarven ones were buried in Lord Lovatrinav's own massive tomb with statues, forever loyal.

Lord Lovatrinav sent messengers to Bronze Bane Hold and Cold Summit Hold. He sent the faster one to Bronze Bane Hold, for he knew they would feel the goblin's wraith first and hard. He was right, and the goblin scouts were faster than his messenger. Bronze Bane Hold's citizens lived in abundance, with all their needs met, and were unaccustomed to hardship. Shine Steel Hold considered them soft. Bronze Bane Hold did have exceptional equipment, though perhaps not enough soldiers to wield them in their open lands.

The goblins fell upon [location placeholder] first, but they did not linger there, for they were still wary from Lord Lovatrinav's reservoir trap. They spread about looking for food as they had been doing for some time. Bronze Bane Hold had always expanded through open diplomacy and voluntary annexation. It was thought, internal defensive fortifications would be unneeded, an expensive mistake, in coin, in resources, in lives.... The Hold flooded with refugees.

More importantly, Shine Steel Hold's messenger arrived offering a solution. The Guild counsel was wary of letting a foreign army into their lands, but the messenger replied they already had one, and asked if his Lord's wouldn't be better. The guild counsel inquired if his Lord's army would leave after they were done, and expressed doubt that they would. To solve this problem, the messenger revealed, "The army is my Lord's and my Father's. Invite me to stay until he goes. Let me leave when he does, or he won't." Voluntary hostages are extremely rare, but one occurred in Bronze Bane Hold and defended it.



[Placeholder for Second (2nd) Great Mass Goblin Invasion of Pre Human History]

[Placeholder for Third (3rd) Great Mass Goblin Invasion of Pre Human History]

Era of the Dawn of Humanity's Coming:

Krovic the Red set sail long ago from a forgotten land. A storm blew his ship impossibly off course. He shipwrecked on Esylalad Island, and what is now the Krovic Empire ruled by his descendants.

[placeholder for early human history of immediate shipwreck site]

[Placeholder for spreading of early human settlement on Esyalad]

[Placeholder for Humanity spreading to other islands].

[Placeholder for Dwarven activity during this time]

[Placeholder for discussion of Goblin Empires of this time].

Second Human Loslakva Region Era Rise of Primary Wave of Human Lords:

[Placeholder for Spread of the Human tribes]

[Placeholder for human tribes event 1]

[Placeholder for human tribes event 2]

[Placeholder for human tribes event 3]

[Placeholder for continuation of Krovic Empire as great human lord]

[Placeholder for Rise of second great human lord position]

[Placeholder for rise of third great human lord position]

Third Human Loslakva Region Era Rise of Secondary Wave of Human Lords:

Note: We talked about this previously and how creating rich histories will lend itself to creating many different and interesting areas where stuff happened in the past to explain why stuff is there or isn't there in the future. I have the rough outlines, but don't have time to do the details at present. I know, I know, story of my life, but I'll get it done when I can. I think I'm making good progress on this stuff given the spare time nature of availability I have to work on it. Thank you. WIP

I had this stuff fairly well organized and then there was this 40K character limit I forgot about so I'm gonna have to eventually redo it into a polished format anyhow :P. Probably 100 pages of stuff here already, so I know I'll have to organize it all eventually anyhow.
« Last Edit: February 23, 2015, 10:28:20 am by Truean »
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Truean

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #33 on: February 03, 2015, 11:54:56 pm »

Welp I did some things with layering and transparencies like I said I would and it had ... interesting results.
.
I also did some more freaking pallet work:


As you can see there's some more advanced layering and blending going on all over this thing and I sorta showed what I did a little but it was with already blended tiles, so your mileage may vary with the process example. Once again, square tiles don't blend as well as non square for these purposes (though sometimes having lines on things or grids can be informative for elevation or other informational purposes. If blending is your thing, then basically you're gonna love that spray paint function stuff. You can see the patterns in some of the example "tiles" and they are made by cutouts and layering and blending. You can see one of the processes spelled out in detail step by step by inserting more layers etc. The point is, blending different shades gives the impression of micro elevations. The grass isn't all freaking even and it's not all one shade of green or something.

Now for the transparency problem I've been going on about basically forever. If you show what areas have trees, then you can't see the detail under the leaves. I finally thought I had it and did manage to find a "transparency" function:

The unaltered tree cover image... not see through...:


Forest cover 50% transparency function:


Forest cover 75% transparency function:


Looked decent enough when I was doing that at first right? Looked as though you might be able to see through it, didn't it?

GUESS AGAIN, cause then this happened:


I guess I got literally what I asked for, but not what I wanted. The trees are "transparent" kinda, but you can't see through them. All it did was make them lighter.

Is this an improvement? Meh:



The Transparency Problem, Continued, Part 2:
Not sure the whole thing doesn't seem to handle this problem well. Does kinda baffle me. I wanna be able to show where trees are on the map without just showing a bald trunk, but to do that I wanna see through the damn leaves.

The transparency functions I have found DO NOT let you see through things. The only things you can "see through" are things with PURE WHITE pixels, it seems. I want to be able to see the ground information UNDER THE LEAVES, and it doesn't seem to wanna let me.

Thus, my next attempt, unless I'm using the transparency function wrong and it actually lets you see through stuff instead of just makes stuff lighter colored, will probably be to:

A.) Pure White Pixel Checkerboard Approach: A very old school approach to it that is both time intensive and not the best looking. Everything is made of pixels and I'd make every other pixel pure white on the tree sprite so it would be see through about 50% of the time. You may not even notice it, but you'd see through a fair deal of the sprites. It takes a lot of work but that doesn't seem to dissuade me usually.

B.) The Hollowed Out Leaf Approach: Taking Perhaps as much if not more time than Approach A, the idea here is to make white space inside the leaves so you'd only be left with the outside of each individual leaf as visible. The gist would perhaps be that the tree would appear to have see through leaves, but the sheer scale of  hollowing ouch each and every leaf with my mouse by replacing the interior colors of it with white pixels is nuts.

Either way the effect I'm going for, once again is that of colored or clear lenses like so:


Meh. There has to be a way to show things transparently. Not entirely sure about this yet.
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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #34 on: February 05, 2015, 08:52:11 pm »

Depending on which way you look at it, it's either

(A) So bloody complicated! or
(B) So amazingly detailed!

I'll go with B. PTW and nice work so far.

EDIT: Funny how you haven't used that post you reserved way back at the start of the thread, huh?

DOUBLE-EDIT: I have no idea how to do transparency magics.

HONESTLY-I-HAVE-NO-IDEA-HOW-MANY-EDITS-I'M-GOING-TO-PUT-IN-THIS-THING: Love the way rolls are made in combat and other stuff.
« Last Edit: February 05, 2015, 09:58:11 pm by Pencil_Art »
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Truean

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #35 on: February 06, 2015, 09:16:24 am »

Hey Pencil Art. Thank you.

That reserved post hasn't been used yet. Planning on it, and perhaps either that or an entirely new thread for reorganization. This is how original content is created.

And now on to the transparencies. Once again, the half baked "get it done quickly" BS mindset of today where nobody wants to pay anybody to do real work and thus nobody wants to work idea doesn't freaking work (see above for the first failed transparency post). Transparency functions suuuuck so I guess I have to do it myself that hard way. Just like my mom used to say, if you want something done right, you have to go down there with your knife and rip open its guts yourself. As for this transparency problem ... come over here ugly.... [Knife drawn].

So, here's how I ACTUALLY made the trees transparent, and exactly as I said I would, checkerboard and sprayhollow methods.

Experiment Method Testing and Display:


Welp, in this transparency test we see the familiar island I made last time, because I'm not making another one just for testing purposes. We wanna be able to see all that terrain elevation information. You can see I showed the non transparent tree stuff and then next to those are the transparencies sprites. There are two approaches.

Methodology:
A.) The Checkerboard Approach actually goes through and replaces every other pixel with a PURE WHITE one so it can show the stuff underneath it. Go ahead and zoom in on that thing to pixel level, it's all there. This has certain advantages. It is uniform, and scalable, you can make it more or less see through by altering how many pixels are whited out. It is labor intensive, but then again so is everything worth doing. Meh.

B.) The Sprayhollow Approach actually is easier to implement, but it has problems. It isn't uniform and essentially you're purposefully cutting out the center and leaving parts in while leaving the rim.

Results:
So you can see the results clearly on the bottom of that test picture up there. And that's true transparency. Not sure which one I wanna use just yet, but I'll pic something. The primary problem with the checkerboard method is that you can't just template it, but you have to use the line function as far as I can see right now. The time is well spent for the result but there's that time thing again. Moreover you can't really automate it or template the Checkerboard effect because you'd have to create a template of white checkerboard with ALL THE SQUARES WHITE (all the pixels). You also can't use another color and then use fill tool to do that either. It's possible I might find another way to manage it, but til then, it's kind of a great big meh on the labor, but it DOES work.

Then of course there's the fact that this is done in stages and I can save the terrain I'm working on before I put the transparency sprites on in case that needs referenced.
« Last Edit: February 06, 2015, 09:20:43 am by Truean »
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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #36 on: February 08, 2015, 08:51:09 pm »

Alright, I've been off the art side of things for quite some time, largely because I was having trouble with the whole transparency thing. Now that I've largely got that licked, here's some more art assets I intend to use in my game.

Please keep in mind that materials are dependent upon cultural and local/trade availability and these are for a wooden shingle roof using area.
Other materials may include thatch, hides, slate, stone, etc.

Note, this is a much larger image on my screen, and it is a little compressed here. In the event of what would probably be a human settlement of some sort, this might be some of the building blocks of ... well ... I suppose some of the buildings. Note the various angles, and eaves etc. Because the image is shrunk / size adjusted for the forums, the detail isn't as clear but it's there:



Now in addition to this, I'd also like to preview a personal view of a test character I've been working with behind the scenes. This is a room he has in a fairly large home he has come to possess in a primarily human settlement. The furniture is dwarven in make but uses human materials and because he is a hunting character, fur:


Now generally, you can see the room is made primarily of wood and when you view it, you need to keep in mind it is being viewed from above. Think of it as a top down view with the walls sorta folded out so you can see those. You'll notice a lot of the furniture is build in and against the walls: there are doored cabinets, shelves and alcoves with  a drawer in the bottom. Additionally there is a customized desk are in the southeast wall corner.

Now looking at it, we can see this can be a more detailed room that has meaning and contents. Ideally if this were real, then the contents of all of these things and more information would also be present and listed clearly. This is a basic version:

Bed: Sturdy wooden frame, bedding made of dark wolf fur, and covers/pillows made of bear fur, the bed is flanked by two endtables.
Sofas Two sofas, both with sturdy wooden frames, dark wolf fur upholstery and with bear fur pillows. Both flank a masterwork table.
Chair A custom masterwork wooden framed chair, this features dark wolf fur upholstery and with bear fur pillows.
Northwest Corner built in shelves:
Northern Wall built in unit:
South Western built in unit:
South Wall Mounted Trophies:
South East Corner Custom Desk:
Eastern Large Built in Unit:
SouthWestern Carpet: A gift from the people of [town redacted]

NOTE: Maybe I'll fill this in later, maybe it'll be the subject of another post, who knows.

Progress report:
Well I've certainly been doing something all this time, that's for sure. It's a matter of using various pallets (of which this is just one example). Keep in mind those are of course just exterior roof stuff, and yes the tree sprites I have look awesome when transparency transposed over them. More to the point, I would like the interior spaces to be somewhat customizable and detailed as well.
« Last Edit: February 08, 2015, 08:53:26 pm by Truean »
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Truean

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #37 on: February 09, 2015, 09:12:47 am »

Hello again.

So, somebody asked me how I did that room up there in a PM. I hope you don't mind my answering you publicly, given the nature of the question about the method and all that. Right then, here's a look at essentially the workings of it:


The base flooring:
Let's see, the first thing is that big bunch of wood boards. If you're wondering why it takes up so much space, that's because it lets me cut out whatever room size and shape I want from it. I've got ones like that for various stone types, and all that is about expanding the reserve of textures I can use.

The walls:
From there you've got the walls, and you can see those are also made of wood and graphically from those long pictures of wooden boards ... I think that's siding or something, maybe some type of panels. I don't remember. Anyhow, you make that fit your room concept while being wider/taller walls than you'd usually think of, because you wanna see what's on the walls. Imagine the room's walls flat out on the ground next to it without any ceiling visible. That's what you've got and that way you can see what's on the walls etc.

The sprites:
Arguably, the building block of all of this is the clear white and black lined sprite. You can use it as a transparency to "dip" over any surface and get lots of textures. It's a pixel thing here, but even that's not as cut and dry as it appears. It's a lot of close up detailed work overall, and when you're working with something that small, errors tend to show.

The bed:
The bed sprite is an interesting one. As you can see in the above picture it has multiple textures. The bedclothes are, as indicated above, made of "dark" wolf fur, and I actually used a picture of wolf's fur for texture. Now, remembering that pure white pixels are transparent and will pick up any background they are placed over, we can see that if you want multiple areas different colors/textures, you have to fill them with another color. I wanted the covers and pillows a different texture (that brown fur) so I made sure to use the fill function to gray them out and see that they didn't pick up the wolf fur texture. Now, after that, I used the fill function again to white out the pillows and covers, and then did the same texture dip with them on the brown bear fur. Therefore, the texture process adds, I believe, quite a bit to the sprite, as you are actually seeing fur. This is perhaps one of the reasons perhaps I should've made the sprites bigger, but o well.

The couches / sofas:
I wanted the seating areas to be two things: 1.) Matching the bed with the same fur material (they were dipped in similar fashion), and 2.) in this case, not just square, so I made them curved, which took extra effort, but I believe the result was worth it. The chair in front of the desk is also a modification of that sprite.

The carpeted area:
Straightforward textural area with a border applied. A little more difficult in that you don't want to loose the pattern in has sewn into it by stretching or reducing the image too much, though.

Wall mountings:
These are on the south wall and are three mounted hunting trophies. Same texture ideas as before with the wood and the fur.

The wooden furniture:
It is important to use a different texture for furniture than the flooring and wall material, or else they won't show up visually. You can use the same general type of wood / stone, but different grain/texture, or orientation helps to make them stand out. This is especially true with minute details. The end tables are pretty self explanatory. The rest of the wooden furniture is either built in to the walls and / or highly customized. For the most part, the built ins come in three models here. A.) Cabinets with doors that open, B.) 3 shelf units, and C.) alcoves with one drawer below. The other (southeast corner) piece is a custom desk, and I wanted that to have a little bit of curve to it. You can zoom in and differentiate these things, and in theory, all of these could be considered functional game storage areas that can hold other in game items: clothing, armor, weapons, tools, trophies, etc. I believe I presented the idea of built in furniture a while ago here. There you are, as one example.
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MaximumZero

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #38 on: February 10, 2015, 12:21:43 am »

Pretty sure, at this point, that you have more building blocks than most indie game companies dream of having. I'm sure you don't, but if you need a writer to add to your arsenal when you get around to actually making the game that you're making with this, you can count me in. You have my axe.
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Truean

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #39 on: February 10, 2015, 05:25:09 pm »

Hey Max.

You'd probably make a good player and that's certainly possible. "Writer" is more of a compliated thing. Players here having their actions (and the underlying chances of sucess they aren't shown, but which exist) based upon what they have their character do and how much sense that makes. Like much of what I've done here, it's a fairly novel and new concept.

In many if not all games, players are encouraged to have their players break the game through min maxing. It gets old really quick and what you end up with is the same old level grind and the ever growing numbers on the stats, and it gets so bad you can't see all the numbers on the screen (so to speak). Bigger numbers aren't fun and most of the endless WoW clones out there are just the counting game with graphics packages, fetch quests, level grinds, and the ocasional flashy cinematic. It's all just rehash and somehow people keep buying it.

One of the main problems I'd have if / when I did this would be training players not to break the game but to build it. It's hard to describe easily:

In your usual game, the mix maxer enters stage right:
He has definite push button abilities and uses them to maximum effect, typially repeatedly. He levels up again, also repeatedly, and destroys enemy objectives, also repeatedly. Usually, he gets bored and trolls around to break something as eventually the level creep gets so bad he's facing the gods or some such crap, because the world itself provides no challenge and he's become so powerful that there's really no reason the player isn't ruling and perhaps ruining the world, thus breaking it.

The other extreme is the now more popular sandbox game idea:
The creators say, you the player make the story, but really that's cause if YOU do it, then they don't have to..... Lazy or non existant writing.... Plus you can't even script NPC or enemy actions anyhow, so really you're writing the sript for a one man band show.... Meh. You're essentially the stage prop guy making the scenery for a play either without actors or with bad ones......

In my theory: Keeping in mind this is incredilby basic and oversimplified / will be the subject of another post:

The key is to basially learn to operate within limits rather than surpassing them and sense and to expand power through more than just a stat block. You should have to do things that make sense and you should WANT to do things that would logially have a reasonably higher chane of sucess and aren't foolish. Charging into the goblin dungeon head first sreaming LEEEROY JENNNkins! a cliche and should usually result in death or imprisonment because I don't care who you are you're out numbered 200 to one? 2000 to one? More? You can swat a thousand gnats but a thousand more will assail you.....

One of my major themes is scale and increases and decreases in it. The same way you wouldn't do that rush in stuff with many foes is why you shouldn't do it with a single one. It's the difference between "I attack and roll a 16" (not exciting and done to death thank you) vs. atually putting thought into it. Now you'd have to look at the character information and what skills/techniques they knew, but use more of your head than that like you hopefully would never have to in a real fight. It generates more content and better content. You ould try some overly flashy manuver that might fail, but lowest risk and highest success should win out.

Additionally, you typically want the opposite of what most WoW clone games want in terms of thought in action choice. Usually it's the action that will have what you think is the most chance of success with the least risk. It is a balancing test. After all you're supposed to be dealing with your life here.... The popularity of dual weilding characters is a nod to recklessness. A sword and board sheild should not be boring. It keeps you alive and should give superior protection from projectiles and missles. It is practical and the idea that 2 weapon style should be favored beause it does more damage wouldn't serve you well in real life because a.) it takes a whole lot of coordination to do that (you can't shoot two guns at once very well in real life) and b.) you will really miss the protection of a sheild when you get hit. 2 weapon users don't live long.... Same with the arbitrary use of the DPS and Tank roles. I don't know about you, but tactically, I'm ignoring the tank as much as I can and fousing on the DPS and other damage dealers if possible, because that's what they DON'T want me to do. Sure protecting vulnerable striking combatants is a real thing, but it's taken too far in many games.

This goes back to the "use your head" posts earlier. about how to take on the goblin base..... Same idea for one guy. Disable.... The ability to slice right through armor is fairly rare, or else people won't bother with wearing armor. Insert a million Star Wars Storm Trooper jokes about being in full head to toe body armor and still dying in one hit.... You're probably gonna wanna try disarming or jockeying for position to strike inside and arounf their guard, or tripping them, or foring them into bad positions, or something beyond "I attack and roll a 13."

Allies are going to matter, as will stealth and cunning brains, etc. I'd take a look at Sun Tzu's Art of War, generally, but of course not literally. And also once you take something, then you'll probably wanna figure out what to do with it. It's another post but yeah.

In short, you'll get plenty of writting and puzzle solving just playing. :)
« Last Edit: February 10, 2015, 05:32:18 pm by Truean »
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Current Spare Time Fiction Project: (C) 2010 http://www.bay12forums.com/smf/index.php?topic=63660.0
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MaximumZero

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #40 on: February 10, 2015, 11:26:43 pm »

* MaximumZero has breached hype containment. Hype levels over maximum tolerance.
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Arx

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #41 on: February 14, 2015, 12:28:54 pm »

1. Forum linking

I hope you don't mind me including a little text in the quote, as otherwise it's difficult to know what I'm answering.

I thought I remembered something about this and dug around a bit, finding this post:

I don't know of any way to link to a specific part of a post from a different post, since it would probably require either html to understand bbcode, or bbcode to allow you to place html name tags. But this will allow you to link to a specific place within a post:

Code: [Select]
[anchor=top][iurl=#bottom]Go to the bottom[/iurl][/anchor]

Go to the bottom

































Code: [Select]
[anchor=bottom][iurl=#top]Go to the top[/iurl][/anchor]
Go to the top

Does that cover it?

Also damn this looks good.
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Hail to the mind of man! / Fire in the sky
I've been waiting for you / On this day we die.

Truean

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #42 on: February 15, 2015, 07:22:27 pm »

I have clearly screwed up the links in your example, not sure what I did wrong. I see how it appears there are new tags running around, but now a question of how to link to them, ... Will have to figure it out.

Arx, Thank you. I really need to fiddle with your posting to work through the intricacies and applications I want to apply it to.
Your post:
Spoiler (click to show/hide)

So, can you do that with multiple points in the same post? Basically what if I wanted to do it with multiple listings in a table of contents and their corresponding portions of the post lower down?

Example: Without Links embedded
Table of Contents:(Anchor point to top in same post, or part of different post)
--- Topic 1 ToC (link to text concerning topic 1 in same post, or part of different post)
--- Topic 2 ToC (link to text concerning topic 1 in same post, or part of different post)
--- Topic 3 ToC (link to text concerning topic 1 in same post, or part of different post)
--- Topic 4 ToC (link to text concerning topic 1 in same post, or part of different post)

Topic 1

Topic 2

Topic 3

Topic 4


Go to the bottom

Go to the top

Example:

[anchor=Topic 1]Topic 1[/anchor]

[anchor= Topic 1 TOC]Go to the Topic 1[/anchor]
[anchor= Topic 2 TOC]Go to the Topic 2[/anchor]
[anchor= Topic 3 TOC]Go to the Topic 3[/anchor]
[anchor= Topic 4 TOC]Go to the Topic 4[/anchor]

--- Topic 2 ToC (link to text concerning topic 1 in same post, or part of different post)
--- Topic 3 ToC (link to text concerning topic 1 in same post, or part of different post)
--- Topic 4 ToC (link to text concerning topic 1 in same post, or part of different post)

Topic 1
[anchor=Topic 1]Go to the Topic 1 TOC[/anchor]

Topic 2
[anchor=Topic 2]Go to the Topic 2 TOC[/anchor]

Topic 3
[anchor=Topic 3]Go to the Topic 3 TOC[/anchor]

Topic 4
[anchor=Topic 4]Go to the Topic 4 TOC[/anchor]

Yeah I have screwed this up.
______________________________________________________________________________


Max, appreciate the hype I guess, but please don't go nuts just yet. Things not where I want them to be just yet. Anyhow, I'm not up to things just yet. Some of the things would have to be:

1.) More and expanded pallets
1.a.) More items and plants and things
1.b.) Appropriate transparency application to certain sprites

2.) Creation of large scale / regional / and local maps

3.) Completion of insertion of text materials

4.) Greater outline and examples of combat and actions (overall stats still hidden to avoid min maxing but explanation(s) required)

5.) Possible user interface and standardized forms (ish). Possibly creation of new thread / reorganization of this one.

6.) Explanation of economic restrictions / costs / benefits / prices and variances.
« Last Edit: February 15, 2015, 07:44:45 pm by Truean »
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The kinda human wreckage that you love

Current Spare Time Fiction Project: (C) 2010 http://www.bay12forums.com/smf/index.php?topic=63660.0
Disclaimer: I never take cases online for ethical reasons. If you require an attorney; you need to find one licensed to practice in your jurisdiction. Never take anything online as legal advice, because each case is different and one size does not fit all. Wants nothing at all to do with law.

Please don't quote me.

Truean

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #43 on: February 21, 2015, 08:04:18 pm »

Formatting problems and content creation, an update etc:

So as you can see I have been working this over in my head for quite some time. I've got lots of content for all of this and it might even be useful and interesting of all things. A lot of people look at a blank page and have no clue what to write. I have a different approach here, I don't worry about content, I worry about how to generate it and make it meaningful and in short I focus on how to create it. I end up with a different problem, having a ton of stuff and difficulty formatting it.

Case in point. I just had a post that broke the 40 K forum limit. I had a bunch of idea that are difficult to explain, as is often the case with original content without a reference point. What I ended up doing there was literally creating an outline and filling in the blanks. Once I filled in those blanks, and those were the big blanks. Once I filled in the big blanks, they implied smaller blanks by raising questions, and I filled in those smaller blanks. This created a cycle and so on and so forth until 40K and I still wasn't done with what began as a 9 point simple outline....

I end up going back and using that "modify" button quite a lot. That's ok overall, except it gets burying after a bit. The solution is long and short term. In the long term, I'll reformat this whole damn thing, probably with a new thread. In the short term, I'm not ready for that and really what needs to happen is new posts for individual parts of large posts. What do I mean? I had to split that large 40K post into two. That doesn't really help with the problem. What I need to do instead is break each topic into its own post. From there I can work on adding details to that....

There are other issues here, like I still can't seem to get that internal link stuff but I think I can maybe figure it out.

So that is why I'm going to have new posts based upon old material: to expand it. It's easier because there's less to sift through, and it's all going into a new, better organized thread later anyhow.

Beyond that, I'm going to have to get some more stone textures, and that is doable. I'm also looking for outside matters, but that's something else.
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The kinda human wreckage that you love

Current Spare Time Fiction Project: (C) 2010 http://www.bay12forums.com/smf/index.php?topic=63660.0
Disclaimer: I never take cases online for ethical reasons. If you require an attorney; you need to find one licensed to practice in your jurisdiction. Never take anything online as legal advice, because each case is different and one size does not fit all. Wants nothing at all to do with law.

Please don't quote me.

Truean

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Re: Creating a Dwarf Forum game {processes, etc)
« Reply #44 on: February 21, 2015, 08:12:48 pm »

Takad: WIP expansion post

The furthest North of the Loslakva Region Islands (excluding the Polar Ice Cap of course), Takad is a fairly large boreal tundra with mountainous, hill, and forested regions. Though the largest Geographical feature is the Takad Tundral Plains, which is home to several large mammoth herds.

One of the 6 Main Human Lords resides on and rules over Takad. The ancient basis of his power is mammoth hunting and the fact that it takes a concerted group effort to bring one down. Lord Culhab's family tree long ago organized hunters under their command and proved the best, safest mammoth hunters. With control of key resources and the best (de facto) military, The Culhabs took over. All human clans on Takad swear allegence to Lord Culhab.

Culturally, the humans of Takad revolve around Mammoth hunting and exist upon enormous herds. To this end, the clans exist in long wooden and bone structures lined with mammoth fur as insulation.  Common tools are largely made of bone, though some rudimentary metalsmithing exists. Fishing is largely unknown to the Takad. That said, all Takad are very good at their culturally specialized task of hunting, and utilization of the secondary resources that produces. All clans consider it an honor to take place in massive mammoth hunts, led by the Culhab clan as leader.

Religiously, The humans of Takad Worship the Divine Herd, a mammoth pantheon of 6 primary deities focusing upon, the hunt, furs, fertility, death, speed and fortune/luck. Shrines to the Divine Herd feature the largest mammoth tusks as ornately carved sacred artifacts. Individual worshipers of the Divine Herd may wear necklaces with mammoth bone shard pendants.

Obligations, prohibitions and detriments of religion of Takad Worship of the Divine Herd:
No animal's foot can ever be eaten. The herd travels on foot and eating that is impeding the journey.
Temples house hunting trophies, particularly large mammoth tusks (some intricately carved).
Mammoth hunts lead by the leading clan (Culhab) must begin and end at a temple.
All Mammoths killed must be brought before a temple, and its feet ritually removed to prevent the animal's soul from immobility.

Benefits of aspect traits of religion of Takad Worship of the Divine Herd:
Clan competitiveness is at least theoretically confined to hunting contests. More easy for the clans to get along.
Fruits of the hunt (meat, hides, bones, tusks) are handled by experts and distributed according to methods seen as fair.
Hunters recover spearheads more easily.

The different levels of religion benefits for the Religoin of Sacrenia

Individual
1.) If an individual believer of the Religion of Takad Worship of the Divine Herd participates in a mammoth hunt, their social standing with all tribes are increased merely for taking part, and greatly increased for greater roles of involvement.
2.) Hunters can attain trophies and bone shard pendants from temples marking their faith and participation in hunts. Highly valued.
3.) An individual may receive replacement spears for lost, or broken weapons, especially if done in hunts.
4.) Certain armors are only allowed to be made and attained at temples. Social status and protection.

Community
1.) Clans gain an organized manner of settling disputes that is seen as fair and accepted. Less war and conflict; more stability.
2.) Herd monitoring: Holy persons of the Takad Worship of the Divine Herd act as impromptu park rangers, looking after the herd's health, culling the weak, aiding the injured and insuring the general health of the herd and even predator species in some cases. Healthier food source.
3.) Ability for individuals to work together to ward off large threats and greater teamwork.


[Placeholder for individual Clan information for Takad]

Clan Culhab: Wealthiest, and most powerful, Culhab is the royal, ruling house of Takad and practically all her clans. Members of clan Culhab are relatively few, but well equipped, trained, supported, and combat capable. Young are immediately trained to rule, forcibly, from an early age. Power among Culhab flows from hunting ability, weapon skill, and to a lesser extent the number of personally loyal warriors (but they are usually loyal to hunting and weapon skill). Clan Culhab's presence and power is concentrated in [placeholder for Takad human main settlement]; it holds several longhouses exclusively for its use.

Clan Horhab: Descended from an old clan formerly banished for a long forgotten offense, clan Horhab is the most self sufficient on Takad. Far from banished now, the Horhab often decline to participate in massive mammoth hunts hosted by clan Culhab. Other clans find this strange and distasteful.  The clan's goods are distinctly more austere and serviceable longer than other Takad clan goods. While the Horhab worship the entire Takad Mammoth Pantheon, they focus on their god of furs. Clan Horhab centers around [placeholder]

Clan Valahab: Longtime rival to clan Culhab, Valahab is relegated to second place, bitterly. Clan Valahab would replace the Culhabs if they could, and the Culhabs know it. Valahab young are raised to covet trophies and particularly large mammoth tusks above all else to show their superiority. This goes above and beyond the usual Takad Human religious fixation on tusks and inflates bruised egos.

Clan Pelanhab:


Clan Wevenhab A seaside clan without any fishing or sailing ability, the Wevenhab scavenge as much as they hunt mammoth. Scavenged foods include beach crab, eggs, and other found shore washed items. Many of the other clans view them as, perhaps not less than, but strange, and as though part of them doesn't belong. Most humans on Takad are focused upon mammoth hunting, almost if not actually exclusively. The Wevenhab don't, and thus are different. Their dwellings are made more of wood than of mammoth bone. They are less competitive and less spiritual without as much (and in some cases any) regard for the usual hunting culture, or the tusks, or bone shard pendants worn by others of their kind. Mammoth hunting isn't central but rather a sort of obligation done (often poorly) to fit in with the other clans.


Takad Non Humans:

Cold Summit Hold
Humans and Dwarves have no Contact with One another in the Loslakva Region. The Dwarves are FAR more technologically advanced than the humans who unwittingly live above them. The Cold Summit Hold is focused on well managed sustainable underground economy.

The Centrarium (Cold Summit Hold):

In terms of physical structure, Cold Hold Summit is actually largely semi rural in human terms and spread out over rather wide, well managed territory. Cold Summit Hold is centrally focused on the Centrarium, a highly advanced, well managed, and centralized underground city. The Centrarium contains, well planned, beautiful housing complexes for the large amount of government ministers and soldiers residing there. The Centrarium features massive military complexes for defense, training, equipping and fielding soldiers when needed. Massive warehouses store tremendous amounts of resources, and a great reservoir contains vast amounts of fresh water.

[Placeholder for organizations featured in The Centrarium, Cold Summit Hold]

The Protectorates: (Cold Summit Hold)

The Protectorates: (Cold Summit Hold)

Connected to the Centrarium by impressive tunneled roads, massive amounts of underground territories are maintained by the Dwarves of Cold Summit Hold. They are settled largely without centralized cities, but rather with well spaced and managed houses focusing around families and clans. These territories focus on conservation of natural underground ecosystems for controlled hunting and resource gathering purposes with well defined pockets of cultivated land. Cultivated land is usually near familiar and clan Dwarven homes and is highly specialized in producing a given resource depending upon the area. These resources include, various crop plants (edible mushrooms, lichens, molds and algae as well as luminescent varieties of these), underground herd animals (and their feedstocks), underground fish and aquatic food animals, and even underground lumber (mostly fungal, but not all). 

Cold Hold Summit Dwarven Clan Homes. Being fairly Rural, these dwarves defy the normal compact model for their kind. Cold Summit Hold Dwarven Clans often claim areas of underground ecosystems and manage them for sustainable preservation and resource gathering. These underground wardens are vital to holding back invasive goblins and other not so friendly things. This leads them to build dispersed Dwarven manor homes throughout their territories, some housing dozens and dozens of individuals in a clan. Families vary but are largely individualistic with sparse central authority vested in whoever makes the most sense. This is a key aspect of Cold Hold Summit Culture.

Colplacin: Protectorate 1

A large underground cavernous region dwarves are happy to have and happy the goblins don't, Colplacin is immediately south of the Centrarium. Existing three dimensionally underground, Colplacin has 5 primary vertical levels (not perfectly on top of one another, but overlapping sometimes).

The topmost is Colhigcin a primarily [rock type placeholder] cavern system of many square miles. Naturally, the cavern's ecosystem features large underground forested areas, mostly dark adapted animals whose ancestors migrated from the surface, bio-luminescent moss, a positively massive bat colony, and periodic pools draining into lower levels. Unfortunately, some disorganized goblins still stealthily hide and hunt here. The Dwarves consider the area a hunting reserve with some light lumber harvesting, and it has long been a reliable pantry. The Dwarves have made raised infrastructure to allow safe passage and transport without disturbing the area much. That said, Colhigcin is dotted with dwarven clan homes built into cavern walls, stalactites, or other natural features.

The second layer is Colduacin and it is a wide ranging fungal forest with pristine water runoff ponds draining into lower layers. Coldduacin has a relatively small amount of predators and abundant prey animals feasting upon underground flora. Dwarves gather meat and hides here in a controlled hunting fashion that is strictly regulated for prey population management. The occasional lost, stray goblin will show up and catch a few dwarven arrows, but it's rather safe. Several Dwarven clans built their manor homes here.

The third layer is Colmidcin and it's full of winding, fairly narrow passages. Water flows between layers here and there's some bio-luminescent moss, but otherwise only scarce wildlife lives here. The dwarves moved right in and an abnormally large number of Dwarven clan manor homes are present here, because the clans in question claim territory on other, harder to inhabit layers (like the fourth and fifth layers, Colquacin and Coldepcin). The houses aren't right next to one another but it's comparatively noticeable they they're within sight or sound of each other (the sound does carry though). The dwarves do plant especially elaborate gardens even by Cold Hold Summit standards to offset this though.

The fourth layer Colquacin is largely but not entirely aquatic with massive underground lakes bordering on being seas. Dry, if dark, passage is available over and around most of these bodies of water with relative safety from most air breathing creatures. The waters, however, hold a wide variety of fish and life, some of it angry. Massive, if slow, territorial snapping turtles nest in the area and WILL bite, hard.  Dwarves have long fished here, carefully. Water levels have a tendency to fluctuate, so no dwarven clan would make its home directly on this level, but rather in the third layer, Colmidcin (above this one).

The fifth layer Coldepcin is unquestionably the most dangerous one in Colplacin. The local flora and fauna aren't all poisonous but the ones that are tend to be very, very aggressive. That said, there are some very nice naturally growing plants that act as clothing dyes, and 3 different species of medicinal plants (an analgesic pain killer, and 2 anesthetics) Additionally, the poison of a particular lizard is a well known antibiotic, though it ... is still poisonous. Dwarven clans come here, but don't LIVE here. They build their houses on the third layer....

Locnotcin: Protectorate 2

Depending upon how you determine the borders, which is incredibly difficult, this is the largest underground area in the entire region, and it's immediately north of the Centrarium. Arguably, it extends even under parts of the polar ice cap, but no one has ever gone that far and returned.

Wecelcin: Protectorate 3

Central to many other protectorates, west of Centrarium, and Colplacin [placeholder for other directions]. Wecelcin is one enormous and cavernous layer that spans what would be several levels of other layers. It is home to a vast underground sea (that is surprisingly warm) complete with naturally occurring islands and positively massive pillars stretching from floor to ceiling.

Naturally, the cavern's ecosystem begins with with water loving moss, which the local fauna find delicious as fodder, and fish (both are naturally abundant).




[Placeholder for Cold Summit Hold: Protectorate 4]

[Placeholder for Cold Summit Hold: Protectorate 5]

[Placeholder for Cold Summit Hold: Protectorate 6]

[Placeholder for Cold Summit Hold: Protectorate 7]

[Placeholder for relations with others]

Goblins on Takad: [Placeholder]

Takad Goblins generally are a somewhat chaotic mass of rather upset little monsters more than delighted to kill you and take what you have.

[Keeping in mind that goblins do not enjoy Dwarves and try to occasionally contest these things]
Nobelad together with Esyalad, and Folagad
« Last Edit: March 08, 2015, 11:30:54 am by Truean »
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The kinda human wreckage that you love

Current Spare Time Fiction Project: (C) 2010 http://www.bay12forums.com/smf/index.php?topic=63660.0
Disclaimer: I never take cases online for ethical reasons. If you require an attorney; you need to find one licensed to practice in your jurisdiction. Never take anything online as legal advice, because each case is different and one size does not fit all. Wants nothing at all to do with law.

Please don't quote me.
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