Religion can be complicated and I have yet to see a game REALLY use all aspects. Afterall there is Ferver, Favor, and Zeal.
Yep, that's part of the reason I settled on using religion in Cult - I can't really recall any games that handled it in a way that was imaginative, in-depth, fun, and not particularly allegorical or intent on making a statement about RL religions.
For example you didn't include: Beaks and Proboscouses (or however you spell it)
Thanks, and good spots! They shall be added.
Will you seperate magical abilities from magic spell ability? Will spirits be involved just like old fashioned magic?
I think there will definitely be a gap between 'sorcery' and deity/religion-given abilities, yep. Although there may perhaps be some overlap (I can imagine that the Cthulhu-esque deities would encourage the use of sorcery, and there's no reason other gods couldn't, too). I can't remark too much on this, though, because it's just not that fleshed out yet.
On the topic of civilizations, if there are several species that happen to gain sentience, will the more developed and/or powerful species gain a bonus when expanding their territory?
Yes, I think nation expansion and conflict will get a big leg-up when I'm a bit further along with finishing creature/god generation and integrating all the different parts of worldgen that need to be integrated for these sorts of things to emerge.
It looks good. I understand and appreciate the attention to detail you're giving. Having deities with so much detail is... Awesome. Most statically made deities aren't so detailed.
So, will magic be an important part of the game?
Thanks, and yes, it will be.
I think it'd be interesting to form a cult, or have cults form on their own, that are opposed to deities and seek to remove them from power by force and/or disbelief (Without making it a one-sided commentary on RL religion). While it'd be cool to be able to do that using pure physical prowess, fighting a being equated with godhood with just a bit of muscle and cunning on your side would be a bad idea. Having magic would also solve the tools thing, since magic, or psychic powers (Avoiding the "Is magic magical if it's understood and controlled" thing) is a very potent tool, and would also allow for creatures that can't talk communicate mentally.
Interesting thought. I think it would be pretty difficult to take down a god - most of them won't manifest in any sort of physical form, I suspect, except for on very rare occasions. It's much safer to maintain your existence through a following of mortals. I could see that if their following became diminished enough, they might be forced to make a choice between coming to the mortal realm and attempting to inspire belief in themselves or fading into obscurity and legend, which could mean they'd never be resurrected (unless a player character happened to stumble across one of their ancient, buried shrines and decided to bring them back into existence, that is!). I don't think that gods would 'die' if they didn't have believers - rather, they depend on believers to maintain a link between themselves and this realm of existence.
I could definitely see warlike gods manifesting into a temporary physical form and going on a rampage or whatnot if they felt threatened enough.
On that note, how far will people be able to progress physically? Far more than here on earth without magical assistance? How realistic do you plan on wounds to be?
More than on earth, yes. Maybe not as much as in a traditional RL, where a single player can hack through literal hordes upon hordes of powerful monsters, but that will be offset by being able to recruit and maintain parties and eventually armies.
I do not think the combat and wounding system will be as complex as DF's. Not that I see anything wrong with it, I just don't think it would be necessary. Besides, designing internal organs for imaginary procedural creatures would be... daunting, to say the least. I might be persuaded to add things like broken bones/damaged limbs/etc. just for the sake of variety, only because I could see tying medical needs into the game in such a way that it would be beneficial to gather ingredients from plants/corpses/etc. to treat such wounds, or to maintain your party/army.
Finally: Do you have some sort of plan for how and when you're going to do this? I just realized that that's one of the things I see in most successful indie games, but I didn't know if you had one or not. I'm asking these questions more for myself than to help with the design process, but I guess the result is the same.
Do which part? The whole game? For now, I just want to focus on getting worldgen done; when I start designing gameplay I'll probably put something more akin to a long-term design plan up.
So have you decided what to do about having world gen decide which creatures become sentient?
It will most likely be based on the presence of certain types of body parts and their functionality, yep. I hadn't considered also weighting chances for complex communication, that's a good idea. I don't think 'imagination' would be quite as sensible, mostly because it would be hard to determine what an invertebrate without a brain would be using for such a purpose. Maybe a very complex nervous system functioning as a primitive brain, I don't know - but I'll leave that up to the imagination of the player, I think.
Well, to be fair....is that more a procedurally generated backstory that still ends up at "having money is good?" Or are the different ways to gain favor and worship going to be a product of the procedural gen that results in ultra specific stuff like "casting such a coin into....."
"Having money is good" might or might not be an aspect of such a religion; each should probably have general as well as very specific actions that lead towards favor.
Would each aspect or sphere just be pulled out of the generated backstory...or would it work in reverse?
It would probably work in reverse. Generating a backstory without some sort of relative basis of ideology would be difficult. If I know a god is somehow related to the sphere of Water, I can plug it into procedural story generation and have the engine come up with something, but it at least needs to be able to pick from a selection of water-related story elements to throw something sensible together. I suppose I
could generate stories and then assign gods spheres based on them, but I think it would probably make them too random and mish-mash.
...it's just one more trait that is global among all creatures.
I'll think about it; I'm just not sure it's how I want to handle magic and spirituality.