Summary Meetings
19.11 Narrative
- Main Quest Feedback
- the beginning
- Dreams
-
-
- Writers: Agree with the concept
-
Melisa's Feedback: discussed
Civilization Facts
- Fate: They left, not destroyed.
- Dinos
Artifact Facts
- Broken in pices?
- Linking: Should the player be the link?
- Magic has leaked out over time.
- Purpose of Artifacts
- Entertainment.
- Household companions.
- Defense (scaring intruders).
- Training.
When?
- After the civilization's departure.
Why?
- Lack of maintenance?
Consequences:
- TBD.
TODO
- Create all wiki entries like Marius.
- Copy Marius' issue template.
- Create issues—yay!
Questions for Design
- What does the player receive after completing a quest?
- .... (Meeting 21.08 Design Narrative)
21. 11 Design Narrative
Main Quest
-
Artefacts ideas
- Artifact Liquid?
- Artefact Torns?
- Thorn-based design for locations.
- Artifacts are thorns themselves.
- Break off branches; they regrow, containing magic.
- Coven location represents last Artefacts
- Thorns grow from characters ?
- Artifacts can be mobile (one faction, Merchants)
- Anti-magic: pin a large city
-
Effects:
- Moderate magic buffs are acceptable
- shortens or extends duration
- Magic Faction buffs
- Coven debuffs
- Environment becomes more challenging
- Moderate magic buffs are acceptable
-
Combat Support:
- Create issues in design
- Create issues in design
Quest Design
-
Main Quests:
- Narrative creates concepts
- Plan a workshop for collaborative refinement with Game Design
- Narrative creates concepts
-
Smaller Quests:
- Game design provides guidelines.
- Narrative team expands on details.
TO DO:
-
Combat Support:
- Create issues in design
-
Wiki Updates:
- Ensure wikis link to each other.
-
Homepage
26.11 Narrative
Feedback
-
Factions & Main Quest Connection
-
Individual Feedback:
-
Marius (Anti-Magic):
- mirror images combat
- Thorns concept: integration integration.
- faction: possible access to caves or unique areas easier
- mirror images combat
-
David(Coven):
- Artifacts act like "batteries": provide buffs and can also debuff.
- Focus on the final fight and the role of the last artifact.
-
Carl(Merchant):
- mental artifact.
- Game design issue:
- Are dialogues planned?
- how could powers function?
- Faction has minimal influence on the main quest
-
Melissa:
- Win condition: reaching a location rather than defeating a foe (design ).
-
Thorns
- Thorns:
- Visual indicators for artifact locations.
- Special thorns (e.g., 1m tall) for unique identification.
- Clearings surrounded by thorns point at artefact
Main Quest
Flow Overview
-
Start the Run:
- Tutorial or similar combat introduction.
- Village exploration introduces nightmares and quest motivation.
-
Nightmares & Objectives:
- 1st Nightmare: Subjective and cryptic.
- Collect 3 Artifacts to stop the coven, break the curse, and end nightmares.
Artifact Discovery
-
How do players find them?
- Ask merchants for leads.
- Example: Narrow down regions through dialogue or item clues.
- Use magic sub-quests for specific info:
- Escort someone to a shrine, retrieve magical knowledge.
- Anti-magic faction quests:
- Hear rumors in exchange for completing tasks (e.g., training grounds quest).
- Ask merchants for leads.
-
What are the artifacts?
- Players can identify them visually.
- Additional quest elements include:
- Coven involvement.
- Dreams offering guidance.
- Breaking faction-held artifacts.
Player Awareness
- How do players figure out their purpose?
- Trial and error.
- Nightmares.
- Coven encounters.
- Merchant interactions.
Coven Encounters
- When do they occur?
- Stop rituals during quests.
- Random encounters after completing objectives.
- Optional mini-boss fights with generals tied to specific artifacts.
Ending
- Too early?
- Warning system in place.
- Early arrival leads to failure or death.
- Boss fight?
Biomes
-
Needle Forest:
- Dense thorns, small clearings.
- Final coven boss area, ruins.
-
Mountainous Region:
- Broad trees, large clearings.
- Dense mixed forest with shrubs.
-
Asian-Inspired Dense Forest:
- Dry terrain with tall mountains.
-
European Deciduous Forest:
- No birch trees.
-
Swamp:
- Wet and overgrown terrain.
10.12 Narrative
### Fraction quest Feedback:
* Melissa:
* Option 1: Ritual, bad ending distinct from coven.
* Option 2: Faction history as a quest.
* Carl:
* ?
* David:
* Expand coven generals into a larger quest.
* Marius:
* Include brother in the main quest.
* Side quests are good as is.
* Emphasize the importance of influence.
### 1. Artist Guidelines
https://wiki.magyk.dev/books/idea-collection/page/artist-guidelines-anti-magic
https://wiki.magyk.dev/books/merchant-faction/page/artist-guideline
https://wiki.magyk.dev/books/magic-faction/page/culture-and-people
https://wiki.magyk.dev/books/idea-collection/page/artist-guidelines-the-coven
### Klassen Flavouring
## Mage (squishy)
* Weapon: Staff
* Base Attack: Magic Arrow (yellow energy arrow)
* Passive: Chaining base attacks (without other actions in between) builds stacks (yellow inner glow).
* AoE Damage: Falling stones targeting multiple enemies (medium to large range).
* Multi-Target Damage: Plant vines that destroy themselves after attacking.
* AoE Stun: Bright light visual effect.
* Single Target Armor Bypass: Ice arrow that splits upon impact.
* Ultimate: Energy drain (purple) using maximum stacks (yellow).
## Healer (tankier)
* weapon: Gauntlets
* base atk: bonk
* Passive: Casted Heals and buffs are duped on healer (multiplied by X, starting value X<1) (only one instance per spell)
* Single Target Heal(healing aura apple green , flowers grass on feet)
* Backup Ability:Bright blue sparkles and shiny aura.
* AoE Heal: (healing aura apple green less intence, flowers grass on feet)
* Single Target Attack Buff: Peach-gold light spiraling upward around the target’s body.
* Multi Target Speed Buff: White/turquoise light spiraling upward quicker anmations
* 'Ult': swap places with any other unit (??? => PLAYTESTING!!)(visualized as roots exchanging positions, yellow energy).
* Poison: (Debuff) dark purple
* Weaken: Drains energy, purple
* Corrosion: (Armor Shred) Acid-like color effect, with red/yellowgreen, crackling visual indicators
* Slow: Black or gray energy descending slowly on the target.