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Author Topic: Dungeon | Delight | Doom [5/8 - Turn 5]  (Read 6047 times)

SCREE

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #15 on: July 15, 2023, 09:28:45 am »

Turn 0
╚═━┈┈━═╝

TURNTURNTURN
The Dungeon Core forms. Your world is dark as you are unable to see beyond the influence of the core itself. Inertia and something akin to confusion and nausea washes over you, at suddenly having a connection to this alien physical world.

The tiny shard of your Dungeon Core takes a cyan sheen as it harmonises with it's Mantlebearer. Beneath it's shiny surface is a roiling oil like nature, flickering with all the colours then plunging into nothing. The Core is scarcely bigger then a fingernail. You are bound to a 1 ft square around it. 

Notes
Please start tracking your inventories now. Everytime you post your Turn, please keep your inventory updated at the bottom of the same post. Please type 'Begin Turn:' at the start of your turn post so I know what is for me to process and what is discussion or trading.

Dungeon Updates:
Every Spirit accumulates 1 energy per turn. The Dungeon Core generates 1 energy per turn.
As you are unsure of its location, you cannot determine which essence the Dungeon Core has generated this turn.

Dungeon Core influence is [0/10]. Dungeon Core influence shall spill into available adjacent space next turn.

The Dungeon is undiscovered and unranked.
The Dungeon is devoid of life.

Dungeon Resources:
The Dungeon Resources can be used by any Spirit.

Unclaimed Space: 0
Dungeon Energy: 1
? ? ? Essence: 1 (Identify what essence the Core has been absorbing by determining the Core's location)

Actions
Free Actions
Free Actions can be performed as much as you like and do not incur cost.

Trade - Resource Any Spirit may trade any resources in their inventory with other spirits at any time.

Core - Move The Mantlebearer may move the Dungeon Core to any known examined location, including locations examined this turn. The location of the Dungeon Core at the end of the turn shall determine what essence it absorbs next turn.


Once per Turn Actions
Do one of the below bolded actions:
Terrain - Deconstruct Wall (provides 1 unclaimed space)
Examine Surroundings (pick one from below):
  • Examine Earth
  • Examine Pool
  • Examine Lichen
  • Examine Beam of Light
  • Examine Hotspot
  • Examine Shadowed Corner
  • Examine Vent
  • Examine Dungeon Core
  • Examine Immediate Surroundings
Cost Actions
Cost Actions can be performed as much as you like so long as you can pay the cost. Remember that any Fate you have accumulated in your inventory can be spent as if it was any resource. You may also use the public Dungeon Resources.

Build - Carve Space. Cost 1 Energy per 1 Space carved. Space must be adjacent to Dungeon or Personal Influence, or agreed with another Spirit to allow you to access from their adjacent Personal Influence. In this case the 9 spaces around the Dungeon Core can be carved or deconstructed by anyone.
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Strif3

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Re: Dungeon | Delight | Doom [Open]
« Reply #16 on: July 15, 2023, 10:01:47 am »

Begin Turn:
Examine: Dungeon Core.
Build - Carve Space: East of Dungeon Core, Using 1 Dungeon Energy.
Build - Carve Space: West of Dungeon Core, Using 1 Energy.



Other:
1 Dungeon Energy spent / 0 remaining.
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Criptfeind

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Re: Dungeon | Delight | Doom [Open]
« Reply #17 on: July 15, 2023, 10:09:20 am »

What's the difference between Carving space and Deconstructing a wall to provide a space?
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SCREE

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #18 on: July 15, 2023, 10:17:36 am »

They perform the same function. Carving space can be paid for in Energy, so you can do it as much as you can afford. Whereas deconstructing terrain doesn't have a cost but it does spend your action. I just needed a way to make them a bit more distinct from each other for the early turns. later in the game the Build function shall be more efficient as Spirits progress, and the deconstruct terrain action will become more obsolete.

So you could spend your action on deconstructing terrain and then pay energy to carve extra, such as:

Begin Turn:
Terrain: Deconstruct Wall
Build - Carve Space: Spend 1 Energy

Or if you decided to focus on getting essence generation going for a few turns, and then spend to carve all at once later (if there is space adjacent to do so)

Begin Turn:
Examine TutorialItem
Build: Carve Space: Spend 6 Energy
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Horizon

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #19 on: July 15, 2023, 10:34:31 am »

(If'n ye will hath me.)

Begin Turn:
Examine: Immediate Surroundings.

Spoiler: Horizon: Nil, the Lost (click to show/hide)
« Last Edit: July 15, 2023, 10:39:05 am by Horizon »
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #20 on: July 15, 2023, 10:35:05 am »

Begin Turn:
Examine Surroundings:
Examine Earth

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VermilionSkies

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #21 on: July 15, 2023, 11:02:01 am »

Begin Turn:
Examine: Shadowed Corner
Core - Move: Shadowed Corner
Build - Carve Space: North.

We've got enough void affinity to make absorbing some a good idea.

« Last Edit: July 15, 2023, 05:02:50 pm by VermilionSkies »
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Maxine

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #22 on: July 15, 2023, 01:17:29 pm »

Begin Turn

Examine surroundings: Pool

Build - Carve Space: Spend 1 energy.

Spoiler: Maxine: Gul (click to show/hide)

Affinities:
Void: 5
Earth: 2
Fire: 1
Celestial: 1
Water: 1
Air: 1
Water is off by 1.
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SCREE

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #23 on: July 15, 2023, 02:23:41 pm »

(If'n ye will hath me.)

Begin Turn:
Examine: Immediate Surroundings.

Spoiler: Horizon: Nil, the Lost (click to show/hide)

Welcome! You'll need to pick another colour as purple is taken. I think I will use Red for the Dungeon Core so there's still green, yellow, orange and dark blue.

Begin Turn

Examine surroundings: Pool

Build - Carve Space: Spend 1 energy.

Spoiler: Maxine: Gul (click to show/hide)

Affinities:
Void: 5
Earth: 2
Fire: 1
Celestial: 1
Water: 1
Air: 1
Water is off by 1.

Thanks Maxine, fixed!
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Supernerd

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #24 on: July 15, 2023, 04:15:21 pm »

Snerkel the Renovator

Once Per Turn Actions
Examine Surroundings - Examine Vent

Spoiler: Inventory (click to show/hide)
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crazyabe

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #25 on: July 15, 2023, 05:19:37 pm »

PTW.
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nothing here.

zemaj

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #26 on: July 15, 2023, 09:12:09 pm »

Begin Turn:

Examine Surroundings:  Examine Lichen


Spoiler:  zemaj : Qzol (click to show/hide)
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SCREE

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Re: Dungeon | Delight | Doom [Turn 0]
« Reply #27 on: July 16, 2023, 06:18:10 am »

Turn 1
╚═━┈┈━═╝

TURNTURNTURN
Knowledge floods the Dungeon Core as you become acquainted with your immediate surroundings. It is like the world is pulled more into focus - you feel the weak abilities of the core strengthen. The Dungeon has gained 3 Max Influence for each discovery. Following this, the Dungeon Influence spills out into the new space now surrounding it. The Core does this more powerfully then you could have anticipated - 2 Unclaimed Space becomes Dungeon Influence nearly immediately. It seems the knowledge you have given the Core has fed it well. Already, it looks more like a tiny half moon instead of the fingernail shape it was previously.

Nil the Lost careful inspects your surroundings, realising the Core is located at the end of a small burrow. The other Spirits feel the knowledge wash over them from the Core as soon as the knowledge is realised. Isbrann, Gul and Zixhil the Defiler collectively absorb the terrain around the Core, until the Dungeon Core's Influence fully controls the immediate area. In time, you are sure you can turn this place into a sprawling Dungeon, but for now your options are limited.

Gul and Zixhil the Defiler spend time examining the Core. They realise the Dungeon Core is sitting in a small puddle contained in a Stone Basin. Gul is immediately certain the pool can be harvested for Water Essence. Zixhil decides to motion the Core to a shadowy corner Zixhil found earlier where Void Essence may be extracted. The tiny gem spins languidly across the floor, but eventually sits snugly in the darkness. Light flitters and darkens many times outside the burrow entrance during this process, but time has no sway on you Spirits anymore.

Nurel the Sucking Mire is fascinated by the earthy loam that lines the burrows floor. It is dark and hearty, an excellent source of Earth Essence. Snerkel the Renovator finds a small vent in the wall funnelling a light breeze through. Snorkel believes it a good source of Air Essence. Qzol investigates the lichen, but cannot identify what kind of essence it could produce.

As before, you find information about these essence sources flooding into your mind from the Dungeon Core.

Notes
You may notice on the map there is additional space around the Dungeon - this is intentional as the West square had the tunnel leading out the Burrow.

Remember to keep track of your fate this turn as now you can start generating it.

Dungeon Updates:
Every Spirit accumulates 1 energy per turn. The Dungeon Core generates 1 energy per turn.
The Core sits in the shadowiest corner, devoid of light. It has generated 1 Void Essence this turn. The bond with it's Mantlebearer is strong, and the Core spits out an additional Fire Essence this turn.

Dungeon Core influence is [2/28]. Dungeon Influence has spread Northeast. Dungeon Core influence shall spill into available adjacent space next turn.

The Dungeon is undiscovered and unranked.
The Dungeon is devoid of life.
Spoiler: Dungeon Map (click to show/hide)
Map below includes a grid if you want to pick specific squares where you expand to. If it is not specified I'll pick, which may be inconvenient if you had specific plans for e.g. Personal Influence Squares.
Spoiler: Grid Map (click to show/hide)

Dungeon Resources:
The Dungeon Resources can be used by any Spirit.

Unclaimed Space: 2 (2 hungrily claimed by Dungeon this turn)
Dungeon Energy: 1
Fire Essence: 1
Water Essence: 1
Void Essence: 1


Actions
Free Actions
Free Actions can be performed as much as you like and do not incur cost.

Trade - Resource Any Spirit may trade any resources in their inventory with other spirits at any time.

Core - Move The Mantlebearer may move the Dungeon Core to any known examined location, including locations examined this turn. The location of the Dungeon Core at the end of the turn shall determine what essence it absorbs next turn.


Once per Turn Actions
Do one of the below bolded actions:
Terrain - Deconstruct Wall (provides 1 unclaimed space)
Examine Surroundings (pick one from below):
  • Examine Stone
  • Examine Beam of Light
  • Examine Hotspot
Absorb Essence:
Absorbing an essence you have an affinity for will give you 2 Essence. Absorbing an essence you have no Affinity for grants you 0.5 Essence.
  • Earth Essence
  • Air Essence
  • Water Essence
  • Void Essence
  • ? ? ? Essence
Cost Actions
Cost Actions can be performed as much as you like so long as you can pay the cost. Remember that any Fate you have accumulated in your inventory can be spent as if it was any resource. You may also use the public Dungeon Resources.

Build - Carve Space. Cost 1 Energy per 1 Space carved. Space must be adjacent to Dungeon or Personal Influence, or agreed with another Spirit to allow you to access from their adjacent Personal Influence. In this case the 9 spaces around the Dungeon Core can be carved or deconstructed by anyone, alongside the spaces adjacent to the other square of Dungeon Influence.

Influence - Expand Dungeon Influence. Costs 1 Unclaimed Space from the Dungeon Resources.
Influence - Expand Personal Influence. Costs 1 Unclaimed Space and 1 Energy from the Dungeon Resources.
« Last Edit: July 16, 2023, 07:35:03 am by SCREE »
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Strif3

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Re: Dungeon | Delight | Doom [Turn 1]
« Reply #28 on: July 16, 2023, 06:58:45 am »

So, expanding influence just takes unclaimed space? Won't that risk someone greedily claiming all available space for themselves?
Also if i am reading everything correctly, the dungeon influence is the red tiles, there are 4 open spaces adjacent to the core, and 2 unclaimed space? Or are the tiles to the west and to the south not counted as unclaimed space because they lead out of the dungeon?
Anyway. I won't expand any influence this turn, because i don't know how the mechanics work yet.

Begin Turn:
Examine: Beam of Light.
Build - Carve Space: Using 1 Dungeon Energy.
Build - Carve Space: Using 1 Energy.


Other:
1 Dungeon Energy spent / 0 remaining.
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SCREE

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Re: Dungeon | Delight | Doom [Turn 1]
« Reply #29 on: July 16, 2023, 07:20:40 am »

Good point, I'll update it to be 1 energy and 1 unclaimed space for Personal Influence. Makes more sense that way.

People can still attempt to control their own areas of the dungeon which could lead to negotiation later, but I don't want to reward whoever just happens to post it first the biggest control.

Any space adjacent to the Dungeon Influence (red tiles) can be converted to Unclaimed Space(mined) or Influence. But yes, the Dungeon Core would only have the power to assist Spirits in claiming 2 of those open spaces this turn. But any open space can be used this way. I can't think of a good metaphor but I'll add something to the glossary soon.  if you think of the open space as an ocean and the unclaimed space as a bowl the Dungeon can use to take water from the ocean. The bowl can only carry so much at a time.

Also, If people acquire personal influence this turn, the mechanic for converting personal influence to dungeon influence shall be included next turn. Essentially, Spirits can speed up the claiming process,the Dungeon Core operating by itself is quite slow currently.

Edit: updating the map to include a grid if you want to pick where you expand.
Spoiler: Grid Map (click to show/hide)
« Last Edit: July 16, 2023, 07:49:42 am by SCREE »
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