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Author Topic: Armok 0.03.50b  (Read 11274 times)

Toady One

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Armok 0.03.50b
« on: July 23, 2002, 12:16:00 pm »

This is ahead of schedule, but anyway HERE.

The human tracts are still messed up, but it should now be safer to delete adjuncts in the editor.  You also shouldn't start with titan broad swords, and the Quit bug might be fixed.

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Harlander

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Re: Armok 0.03.50b
« Reply #1 on: July 23, 2002, 01:52:00 pm »

The quit option now succesfully quits. Huzzah!
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Toady One

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Re: Armok 0.03.50b
« Reply #2 on: July 23, 2002, 02:40:00 pm »

This is good.

I think now the plan will be to release another clean up version on Sunday, and then to get along to the next version.  The next version will focus on making the world more lively (lots of little critters and the occasional large voracious predator running around), as well as adding trees and other vegetation.  "Civilizations" will be turned off until the "Mayhem visits the Quaint Thorpe" release, at which point they will reappear in a more sensible form.  So the next version will focus on making you feel like you are immersed/lost in a large wilderness.  The travel interface will be restricted, and if I can do it I'll make the game only provide details about the places you've been.

After that, magic will be added (which should give the game more of a tribal shaman feel than anything, since there won't be civilizations and you'll be fending for yourself in the wilderness).  Then we'll put in more items and clothing, so that it feels maybe slightly less tribal.

Then it's towns and caves.

I'll have to decide whether I want to move combat, gravity, and projectiles before the cave release or not.  I want to do caves soon, but they would be a lot more fun if you can fall and fighting is finished.

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SkeleTony

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Re: Armok 0.03.50b
« Reply #3 on: July 23, 2002, 03:37:00 pm »

Speaking of tribal shamans...

How are you going to handle magic?I mean is there just going to be one "type" of magic that works a certain way but different cultures have different beliefs about how it works or will you have different types of magic for different types of magic-users(spirit magic for shamans, sorcery for wizards etc.) or something else entirely?
And what about priest types?Say I want to create a kobold acolyte of Kurtalmac for example...will I be able to give my kobold the power to silence infidels with the rationale that Kurtalmac grants his devoted certain divine perks(the same way as so many of those generic clerics go around "turning undead" and what-not)?

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Toady One

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Re: Armok 0.03.50b
« Reply #4 on: July 23, 2002, 03:55:00 pm »

The Manual and The Supernatural Future Page basically lay out how I want to do magic.  Of course, it's complicated...

I haven't thought as much about priests.  There won't be any set systems, but if we look at current religions we might figure things out.  You could have a personal relationship with some divine being that speaks to you and gives you strength to carry on...  occasionally performs miracles for you.  Certainly not all priests will be like DND priests, that seem to be essentially specialized wizards.  I don't think priesthoods should be so rigid or mechanical.

Hmmmm....  shall ponder this more...  wizards are much easier.

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SkeleTony

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Re: Armok 0.03.50b
« Reply #5 on: July 23, 2002, 10:51:00 pm »

Yeah I discovered the manual(with the added editors documentation) after I posted that.
Priests/clerics are tricky because each servant of each particular deity is is effectively an entirely different type of priest.One of the many things that bugged me about D&D was how clerics had these universal taboos such as no spilling blood(as if a morningstar doesn't spill just as much blood as a dagger anyways!?Armok will surely see to it that the one called Gygax spends eternity as a pin-cushion for some titan seamstress in the lowest plane of hell!!).
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quot;I am in a very peculiar business...I travel all over the world telling people what they should already know"-James Randi