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Spellshore Tactics
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Topic: Spellshore Tactics (Read 36074 times)
Greg
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Re: Spellshore Tactics
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Reply #135 on:
July 30, 2008, 04:55:28 PM »
well, the terrain in game is only supposed to be a few hundred feet across so we're not really thinking in those terms of scale.
and 'void' is a concept i used originally in the fictional world the game is based in. the original 'disciplines' of magic were:
Biomancy (control of biological systems, healing, poison, etc)
Mechamancy (control of physical objects)
Skry (like divination, the ability to extend perception)
Scionics (self-hypnosis and telepathy)
Radiance (putting out energy, explosions etc)
Void (removing energy, freezing, slowing etc)
so yeah, basically Void is just everything cold, dark or still. radiance roughly correspods to Fire, and obviously biomancy to Life. mechamanacy sort of deals with the physical properies of things, (Rock and Water) and animating them (Wind).
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Nathan
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Re: Spellshore Tactics
«
Reply #136 on:
July 30, 2008, 09:20:06 PM »
I see for the flash game you've made the bold choice to not use any dangerously large or obscure words.
Good choice.
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Greg
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Re: Spellshore Tactics
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Reply #137 on:
July 31, 2008, 12:52:18 AM »
in a story it adds atmosphere, in a game it confuses and enrages people. i did however make the mistake of referring to the units hitpoints as 'integrity' rather than 'health', on the basis that some units aren't alive, but i may have to rectify that.
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Firekraker51
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Re: Spellshore Tactics
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Reply #138 on:
July 31, 2008, 05:50:54 AM »
I think I like the original names and concepts much better than the mundane elements you're forced to deal with when making a game for dumbarses. You should keep them. It makes the concept more compelling, if it has slightly more original magic.
Just so long as you actually
know
that Psionics and Scry are spelled wrong up there.
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Greg
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Re: Spellshore Tactics
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Reply #139 on:
July 31, 2008, 02:08:22 PM »
of course. spelling things wrong is a primary tenet of the fantasy genre.
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Nathan
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Re: Spellshore Tactics
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Reply #140 on:
July 31, 2008, 03:50:58 PM »
I was always impressed out how spelling magic 'magick' suddenly made it noir and adult.
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Josh
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Re: Spellshore Tactics
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Reply #141 on:
August 01, 2008, 01:50:48 AM »
The k makes it REAL.
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Nathan
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Re: Spellshore Tactics
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Reply #142 on:
August 01, 2008, 03:17:56 PM »
If you want to really freak them out spell it majick.
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Loituma Girl
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Re: Spellshore Tactics
«
Reply #143 on:
August 01, 2008, 08:33:04 PM »
majics
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Greg
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Re: Spellshore Tactics
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Reply #144 on:
August 01, 2008, 08:48:58 PM »
but then i'd have to wear lipgloss and call myself nightshade darkwing or something, and tell people about how trees have feelings.
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Loituma Girl
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Re: Spellshore Tactics
«
Reply #145 on:
August 01, 2008, 08:50:02 PM »
*puts on some eyeliner* dude, they do!
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Sean
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Re: Spellshore Tactics
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Reply #146 on:
August 02, 2008, 01:45:51 AM »
Obviously.
I hope you get this.
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Josh
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it's a styrofoam deep-sea landfill
Re: Spellshore Tactics
«
Reply #147 on:
August 02, 2008, 04:00:58 PM »
Oh yeah, they totally have feelings. But given I choice I would steer towards Franz Mesmer's pseudo-scientific animal magnetism concept. The goth look would never work for me. But historical pseudo-science? I mean, that's almost steampunk right there.
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"That which does not kill me makes me stranger."-Llewellyn at
www.ozyandmillie.org
www.retromud.org
- Mareabella, Trashcan, Cirrusaunt
Greg
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Re: Spellshore Tactics
«
Reply #148 on:
August 02, 2008, 04:31:06 PM »
anyway, getting back on topic, i'm removing the slightly annoying sidebar in favour of a contextual help that pops up when you hold a key down (probably ctrl). that way people can get the information if they need it but it doesn't mutter to itself distractedly at the side of the screen. this also frees up space for a bigger board, which is nice.
i also made a system of masked layers that should make terrains more interesting by making areas of terrain instead of individual tiles.
the problem is that now i either have to make textures for all of them, or (better) generate dynamic textures with perlin noise.
the problem is converting standard perlin noise into a gradient between two colours.
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Sean
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Re: Spellshore Tactics
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Reply #149 on:
August 02, 2008, 06:51:07 PM »
Quote from: Josh on August 02, 2008, 04:00:58 PM
Oh yeah, they totally have feelings. But given I choice I would steer towards Franz Mesmer's pseudo-scientific animal magnetism concept. The goth look would never work for me. But historical pseudo-science? I mean, that's almost steampunk right there.
You didn't get it.
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I think I'm dumb
Or maybe just happy
Think I'm just happy
Think I'm just happy
Think I'm just happy
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