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Author Topic: Stillborn - post-apocalyptic Lovecraftian MOO  (Read 8457 times)

Kagus

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #30 on: January 07, 2018, 06:52:55 am »

the Fuck command was brief and got the point across without flowery emotes of sex having.

...pffft. The generated sex messages were everything from bizarre poorly-spelled memes to creepily over-detailed slash writing. I do get your point about having a mechanical in-game command to do something as opposed to putting in the effort of writing something yourself (which isn't so much a matter of the effort as it is the fact you actually spent time and energy typing... that), but I also feel like ill-natured skullfucks were more a facet of Hell's experience than this is going to be, what with the changes in theme.  But in the end, it's the players that make the environment what it is, so who knows... But I do think we're going to find ways of communicating with each other that don't include forced anal pounding.

As for feeding babies to Shoggoth, yes... While fun, that was a massive pain in the ass what with how babies and genetics worked out, and how anyone with any functional amount of mutations would have 4/5 pregnancies end with stillbirth.

Sotla

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #31 on: January 07, 2018, 11:45:01 pm »

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Sotla

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #32 on: January 09, 2018, 09:40:23 pm »

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Sotla

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #33 on: January 14, 2018, 11:54:48 pm »





« Last Edit: January 15, 2018, 02:05:37 am by Sotla »
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Kagus

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #34 on: January 15, 2018, 07:40:28 am »

Is there a particularly good reason to have arms and legs split into upper/lower parts? Seems like you could quickly end up with some nasty bloat in trying to keep track of and later treat your injuries.  Also, in this case, wouldn't "torso" end up just being the chest?


I was actually wondering a couple days ago about incantations/spells and the like, and was curious as to what plans you'd have for the stress bar as a whole, and how exactly you were thinking of implementing a sanity mechanic.

I honestly quite liked the implications of stress in Hell, what with increasingly erratic behavior and eventual attempts at suicide, not to mention stress-induced hallucinations. However, the massive direct penalties to combat-related stats made it something you definitely did not want to accumulate, which made sense as far as it being a kind of "mana" or energy reserve for special actions and abilities that they didn't want people to spam.

However, personally, I feel like delving at least partially into madness would make sense for some situations in a Lovecraftian setting, particularly for those who bargain with darker powers in order to gain magical might and proficiency. I kind of feel that sanity bars are a bit too game-y most of the time (Eternal Darkness is noteworthy less for its handling of the mechanic as a whole, which was still kind of bad, and more for the effects that would take place when the bar was depleted, which were awesome), and takes away some of the immersion (not to mention generally being a not-very-balanced system in most of the games where it's implemented).

Hell already has a basic mental illness system in place, so possibly some fleshing-out could just be done on that side of things? Could potentially assign some sort of power to various illnesses, so those individuals who can tap into the latent powers of madness would be offered a trade of mental clarity for increased occult strength. More arcanely-inspired characters could willingly sacrifice portions of their sanity (in the form of gaining an illness) in order to gain the respective abilities for as long as they could manage the downsides of the condition.


Hrm... Not sure. I'm just rambling. Not in a magical way either.

Sotla

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #35 on: January 15, 2018, 12:03:17 pm »

Is there a particularly good reason to have arms and legs split into upper/lower parts? Seems like you could quickly end up with some nasty bloat in trying to keep track of and later treat your injuries.  Also, in this case, wouldn't "torso" end up just being the chest?

this lets us make things like shorts that don't cover the entire leg and pauldrons that don't cover the entire arm, practically allowing for more armor and clothing variety. i understand the concerns about more complicated injuries and whatnot being hard to do but i'm pretty sure telling the game to do it for you based on what's most damaged and getting to decide for yourself where you'd like to operate (say your leg and arm are both hurt pretty bad and your leg is more damaged, but you need to fix your arm first) will both be options one can pick, so even if you can't figure it out, you can do something.

I was actually wondering a couple days ago about incantations/spells and the like, and was curious as to what plans you'd have for the stress bar as a whole, and how exactly you were thinking of implementing a sanity mechanic.

rituals are being worked on by other admins and i don't quite have all the details on it yet because i haven't looked. i do want to add sanity as a mechanic later.

I honestly quite liked the implications of stress in Hell, what with increasingly erratic behavior and eventual attempts at suicide, not to mention stress-induced hallucinations. However, the massive direct penalties to combat-related stats made it something you definitely did not want to accumulate, which made sense as far as it being a kind of "mana" or energy reserve for special actions and abilities that they didn't want people to spam.

However, personally, I feel like delving at least partially into madness would make sense for some situations in a Lovecraftian setting, particularly for those who bargain with darker powers in order to gain magical might and proficiency. I kind of feel that sanity bars are a bit too game-y most of the time (Eternal Darkness is noteworthy less for its handling of the mechanic as a whole, which was still kind of bad, and more for the effects that would take place when the bar was depleted, which were awesome), and takes away some of the immersion (not to mention generally being a not-very-balanced system in most of the games where it's implemented).

Hell already has a basic mental illness system in place, so possibly some fleshing-out could just be done on that side of things? Could potentially assign some sort of power to various illnesses, so those individuals who can tap into the latent powers of madness would be offered a trade of mental clarity for increased occult strength. More arcanely-inspired characters could willingly sacrifice portions of their sanity (in the form of gaining an illness) in order to gain the respective abilities for as long as they could manage the downsides of the condition.

this is all good stuff, gonna bring this up to the ones working on magic
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Sotla

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #36 on: January 17, 2018, 07:38:52 pm »

Quote
[7:11 PM] Sotla: @here the advanced health system has rolled out fully
[7:11 PM] Sotla:
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Lukewarm

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #37 on: January 19, 2018, 07:38:22 pm »

Everything OK?
 Played for 10-20 minutes, got the chance to sleep and wake up, crashing the server a couple times.
The last thing I saw was you saying "OH SHIT", which was a bad sign.
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Kagus

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #38 on: January 19, 2018, 07:54:13 pm »

Dreams (and by proxy, sleep) are clearly the realm of the elder gods, and are not for foolish mortals such as you to intrude upon.

I mean, this is why we invented coffee. People kept getting into dreams and the Things Beyond would crash the world in retaliation.

Sotla

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #39 on: January 20, 2018, 12:32:18 pm »

the health update actually broke super hard. i'm in the middle of rewriting it to use another data format. you should join our discord if you haven't already so you can get the latest information as soon as it's available: https://discord.gg/xmWAGCm
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Sotla

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #40 on: January 20, 2018, 08:54:08 pm »

everything works now
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Sotla

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #41 on: January 21, 2018, 07:08:56 am »


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Sotla

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #42 on: January 24, 2018, 10:16:53 am »

new health display! i should get some areas done today too

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Kagus

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #43 on: April 15, 2018, 02:00:01 am »

Hey, haven't heard about this for a while, how's development going?

Sotla

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Re: Stillborn - post-apocalyptic Lovecraftian MOO
« Reply #44 on: April 15, 2018, 10:41:04 am »

glad you asked, i had meant to post an update here, but i wanted to get more done before i did. i'll have a better statement soon but i can post what i sent on reddit

https://www.reddit.com/r/MUD/comments/8bcf8q/stillborn_renatus/

in addition we've gotten some combat stuff done since then, for which i have pictures:


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