# 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
- **Combat Support:**
    
    
    - Create issues in design

---

#### **Quest Design**

- **Main Quests:**
    
    
    - Narrative creates concepts
    - Plan a workshop for collaborative refinement with Game Design
- **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 &amp; Main Quest Connection**
- **Individual Feedback**:
    
    
    - **Marius (Anti-Magic)**:
        
        
        - mirror images combat
        - Thorns concept: integration integration.
        - faction: possible access to caves or unique areas easier
    - **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**

1. **Start the Run**:
    
    
    - Tutorial or similar combat introduction.
    - Village exploration introduces nightmares and quest motivation.
2. **Nightmares &amp; 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).
- **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**

1. **Needle Forest**:
    
    
    - Dense thorns, small clearings.
    - Final coven boss area, ruins.
2. **Mountainous Region**:
    
    
    - Broad trees, large clearings.
    - Dense mixed forest with shrubs.
3. **Asian-Inspired Dense Forest**:
    
    
    - Dry terrain with tall mountains.
4. **European Deciduous Forest**:
    
    
    - No birch trees.
5. **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&lt;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 (??? =&gt; 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.