Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: spells and a tutorial  (Read 1894 times)

Squidpalace

  • Bay Watcher
    • View Profile
Re: spells and a tutorial
« Reply #15 on: January 18, 2012, 11:01:57 pm »

Hey you know what else you be cool? 3D Dwarf Fortress! Oh, and multiplayer, too!

joihnsonlee already suggested 3D Dwarf Fortress. After reading through his post history I think a round of appreciation is in order for Footkerchief who managed to not rage on him while he learnt? the forums.
Logged

Evil One

  • Bay Watcher
  • [Champion Elfslayer]
    • View Profile
Re: spells and a tutorial
« Reply #16 on: January 19, 2012, 05:30:56 am »

After the headache that occurred from previous discussions on this subject, I don't think toady should directly add magic into the game, but should instead add the DF physics hooks that would allow the player to mod a magic system of his/her choice into it instead.
Logged
Dwarf!  Indeed, a devious delight fond of drink and industry deceived as both do-gooder and devil by the delusions of deities.  This demander, no daft demeanor, is a driving force of the deadly diocese, now disappointed, delirious from goblin deception.  However, this delicious derangement of a demolished diamond stands determined!

Osmosis Jones

  • Bay Watcher
  • Now with 100% more rotation!
    • View Profile
Re: spells and a tutorial
« Reply #17 on: January 19, 2012, 05:59:52 am »

After the headache that occurred from previous discussions on this subject, I don't think toady should directly add magic into the game, but should instead add the DF physics hooks that would allow the player to mod a magic system of his/her choice into it instead.

Have you even read the Devlog lately? What do you think all these interactions are?  :P

We've got necromancy, vampires, werewolves and luck based curses. We have forgotten beasts that can breathe, spit, spray and ooze vile poisons that can rot the flesh, paralyse you or make you collapse from excruciating pain. We have eerie mists that can twist you to into a hideous monster, and so, so much more...

It's doubtful he's fully tied them together just yet, but when he does, we will have all we need to cast spells ranging from a simple luck boost up to an area of effect that turns an entire squad into your zombie minions. Hurl a fireball or polymorph your enemy into a chicken. Really, the possibilities are incredible...
Logged
The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Evil One

  • Bay Watcher
  • [Champion Elfslayer]
    • View Profile
Re: spells and a tutorial
« Reply #18 on: January 19, 2012, 08:35:56 am »

After the headache that occurred from previous discussions on this subject, I don't think toady should directly add magic into the game, but should instead add the DF physics hooks that would allow the player to mod a magic system of his/her choice into it instead.

Have you even read the Devlog lately? What do you think all these interactions are?  :P

We've got necromancy, vampires, werewolves and luck based curses. We have forgotten beasts that can breathe, spit, spray and ooze vile poisons that can rot the flesh, paralyse you or make you collapse from excruciating pain. We have eerie mists that can twist you to into a hideous monster, and so, so much more...

It's doubtful he's fully tied them together just yet, but when he does, we will have all we need to cast spells ranging from a simple luck boost up to an area of effect that turns an entire squad into your zombie minions. Hurl a fireball or polymorph your enemy into a chicken. Really, the possibilities are incredible...

Could we hurl a fireball that polymorphs enemies into miniature giant space hamsters?
Logged
Dwarf!  Indeed, a devious delight fond of drink and industry deceived as both do-gooder and devil by the delusions of deities.  This demander, no daft demeanor, is a driving force of the deadly diocese, now disappointed, delirious from goblin deception.  However, this delicious derangement of a demolished diamond stands determined!

peskyninja

  • Bay Watcher
  • Natural de-selector
    • View Profile
Re: spells and a tutorial
« Reply #19 on: January 19, 2012, 08:43:32 am »

Only giant hamsters, there's no space yet :P
Logged
Burn the land and boil the sea. You can't take the sky from me

Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: spells and a tutorial
« Reply #20 on: January 19, 2012, 09:29:25 am »

Could we hurl a fireball that polymorphs enemies into miniature giant space hamsters?

Yes, although I'm not sure there'd be any way to prevent it from affecting friendlies too.
Logged

sobriquet

  • Bay Watcher
    • View Profile
Re: spells and a tutorial
« Reply #21 on: January 19, 2012, 07:45:51 pm »

@joihnsonlee:  ugh.

:::drinks a sip of swamp whisky::

The low magic, gritty uncertainty of DF is what makes it awesome.  The detail and low-magic environment is what sets this game apart...making it a 'typical' magicked environment would make it suck.  Too typical.

:::drinks:::

Go home, kid.  Go and play DF. 
Logged
Pages: 1 [2]