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 & 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 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). 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.