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(Work In Progress)Character create / New Race / Class / Battle System / Techno-Magic


Cherry_Brendon
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Character create / New Race / Class

Character create:
When you create a character, you cannot be killed and you are not hungry.
Redesign character menu:
Add icon for "Hairstyle", "Beard","Face"....
"Skin & Voice" rename to "Character".
New setting:
Race: Seraph(+ Subrace), Human(+More Subrace), and Other.
Body: Color skin, "Pose" like a Starbound "Personality", Size Hand/Body/Hand(Standart, Fat, Thin).
Pose/Personality - Animation for hand position, Run, Walk. The ability to choose animations for each type of movement and "idle/stand" animation's.
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Face/Eye and Mount.
Preset setting - Save you setting or use other.
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Voice: Harp(Like a Female), Guitar/Lute(2 options heavy for male and light for female), Bone xylophone, Flute(Like a female), Bone flute, Ocarina, Fiddle/Violin
Flute: BUFALO BONE FLUTE, Primitive bushcraft flute,
Bone xylophone: Teardrop on sheep bone xylophone,
Add select race:
Seraph and Human. For future maybe add other race or for mod's.
For some races add subraces. Subrace grants small a bonus or debuff.

Subrace to Human:
🕳️Caveman - Cave people, unlike ordinary people, love to be underground and the deeper the better the temporal stability(Sanity). The lore mentions the inhabitants of the underground who sent people and scouts to the surface for supplies.
🗻Northern/North/Nordic/Nord - Like cold temperature, min temperature for freezing -10℃
Southern/South - Like hot temperature +10℃, but not like cold.
🌴🏝️Tropical/Islander - Like hot temperature +15℃ and wet weather, but not like cold and dry weather .
🏜️Desertman/Bedouin/Hermit - Like hot temperature +15℃ and dry weather, but not like cold and wet weather .

What races can be added:
Automatons - Colossus in the lore and it is quite possible to make ordinary androids that work on temporal energy.
Name for "race": Men of Iron/Stone/Gold(WH40K Reference), Iron/Stone/Gold human, Temporal/Steam-Automaton, Golem, Tempobot/Steambot.
In different cultures surviving humans and seraphs, "Automatons" can be called differently. For primitive it "Men of Iron/Stone/Gold", for Medieval and Antique cultures are Golems.
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Gameplay Automaton's:
Gameplay look like "Don't Starve" character "WX-78"
Food/Hunger - You can eat Rot Food and it restores the same amount of hunger as fresh. Your also can eat fuel coal or other fuels.
You can heal use standart "medkit"(Bandage, Beff) for heal you need: repair kit(Metal Ingot/Metal plate+Hammer), Gear(Temporal/Rusty), you can use a Hammer/Wrench to heal yourself but slow.
Bonus/Debuff's: Less Movement speed, Springs in the legs(Holding jump button, you can increase your jump to 2-3 block and increased the height of taking damage from fall), reget HP soo low, You have Basic Armor.
Sub-race/Model/Mark:
Battle model - More HP but need more Food/Fuel, More DMG for Weapon(Axe/Sword).
Scout model - More Speed, Less HP
Industrial model - Good destroy block.
Dummy/Manikin/Mannequin - Look like standart Human/Seraph but not have mimic. Color/Material body: Clay/Ceramic, Porcelain,
Customization:
Metal type(Color): Copper, Malachite, Iron, Rust-Iron, Steel, Chromite, Silver, Gold and Other.
Additional color details: Moss, frame/gear in a different color.
Color of the glowing parts: Turquoise(Standart. Like a Console Block), Red, Green, Blue, Pink.
Many different body shapes: Module head, Head details, Module hand, Module torso, Module leg's.

Class:
World setting - Class On/Off - If classes are disabled, all recipes will be available to everyone. Useful for single player mode.

Reworking Classes - Make sure that classes give certain skills in the talent tree and some passives outside the talent tree. By playing on the server(Survival time + satiety), finding tapestries, reading books and texts, mining ore, break or place blocks, you get experience that you can spend on new talents.
For example "
XLib and XSkills" has a number of disadvantages and makes it possible to make unbalanced talent builds.
Take as a basis the approximate branch of talents from the "World of Warcraft"(Vanilla/Classic, BC, WotLK) where to get the final talents you need to introduce many talents into one branch and at the same time the restriction on the legendary "talents" that can be in the amount of 1-2 for the character. As a result, you can become 2+ classes, depending on the server/world settings.
Talent branches:
Mining/Digging/Excavations - Mining, Digging, Panning,
Foraging/Harvesting  - Harvest(Harvesting, Berry and Fruit Extraction, Food Search), Woodworking/Woodcutting, Farming.
Crafting - Metallurgy, Mechanisms, Tool making, Tailoring(Need Foraging) and other create.
Battle - Shot(Bow, CrossBow, Gun), Cutting blows(Sword,Axe, Polearm), Stabbing blows(Sword/Spear/Rapier), Power blows(Hammer/Club)

New class:
⚒️Builder/Mason/Stonemason - Reduced waste of clay and mortar for create block, Increased block placement range, Increase the speed of breaking blocks placed by players or the speed of breaking building/created human block(Brick, Cobblestone, planking, Stair's, Quartz block/pillars).
Like a mode "Stone Quarry" as in this mod, the Stonemason can make a quarry and extract a large amount of stone, because now about 60% of the stone is lost when the Stonemason is mined, a maximum of 5% is lost, and then if he did not correctly dig the stone that he wants to extract. To get a stone block, it must be hewn from two sides, for example, from the top and from the side, and if the stone comes into contact with a smaller number of stones, then it is mined faster.
💣Demoman/Bomber - You take less damage from explosives. You are less likely to lose ore when detonated with a bomb crystal ore is no longer destroyed. Your explosives destroy more blocks. New Craft: Dynamite/Boomstick [Linen + 3-4 Flax fibers + 4 Blasting powder= 16 Dynamite] You can put 16 dynamite in one block, block dynamite explosion of 16 sticks of dynamite will be larger in area than an explosion of 4 bombs + due to the character class it will be slightly larger. Dynamite can be thrown and ignited by holding a torch/lantern/oil lamp in your left hand.
⛏️Miner - Faster destroy Rock. Hight chaste found-drop crystal ore.
🔨Blacksmith - Your recover
Panning Classes:
🦴Archaeologist - High chance of finding item created human when panning, if you panning "ground with bones" you have chance to find a whole skeleton.
You can: Collect Rotten tapestries, Destroy skeleton not drop bones only full skeleton.
add spawn generated in Chalk/limestone fossil blocks with with bones and fossils.
🪙Prospector - When panning, you are more likely to find nuggets or gem's and do it 10-25% faster.
You also get the opportunity to make a tool with a higher panning speed and they can also take 2-3 portions of sand or earth .
Panning frame - 4/8 Boards + Linen, "Metal" panning frame - Metal frame(2 Ingot on Anvil) + Linen. These tools have durability and break from wear.
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Cook, Farm, Harvest Class:
🧑‍🍳Cook - You can see in advance what you are cooking.
Craft: You can wax food to make it decorative.
Buff's: Faster Cook, Helf life of cooked food +30% and +20-30% more calories/more portion, "Big belly" increased hunger bar +50-100%(1500→2250-3000).
Debuff's: hunger requires more food +10-20%
🌿"Alchemist" - After add Wineries/Breweries will make potions from alcohol and some other drinks.
Craft: Poisons, Potions
Buff's: Drinking alcohol/potion does less harm.
Debuffs: Weak(Less HP and damage)
🧑‍🌾Farmer/Gardener - When harvesting, you get more seeds and more crops, cut crops faster with the scythe, Plants grow faster when you plant them and also require less minerals, You can also plant mushrooms.
Craft "gardening scissors" allowing you to harvest blocks of foliage/leaves or other plants that cannot be collected by players without a profession(Worms mushrooms).
🪓🌲Lumberjack/Forester/Woodward - Faster cut trees(Big bonus) and when a tree is cut down, the axe loses 10-30% less durability.
Craft: Axe with a double-edged blade(Faster Cut trees and more durability).
Buff's: Deals more damage especially with axe, Trees and bushes you planted grow faster, Breaking foliage you have a high chance of getting sapling.

Update Old class:
Clockmaker class:
Add mechanisms craft's.
Redirect station/Static translocator redirector  - Is the teleport in the wrong place or deep underground? No problem, create a redirect station where you want it.
Can redirect teleport to itself range 100-200 blocks from static station without wires, and your can make more Redirect station or make better
Craft: 2 temporal Gear, 5-10 metal plates, wire's

Add similar mechanisms from Minecraft.
Gear - Minecraft had "gears" for a long time before the addition of Redstone.Craft gears and the ability to use them in mechanisms. Gear transmit a signal-movement like Redstone from Minecraft, but can be installed in any direction and rotation.
Wire - Transmitting energy through wires can also be used to transmit signals like a Redstone.
Piston
- It was very infuriating in Minecraft that there were no different piston lengths.
The piston consists of two elements
: 1 this is a piston frame without a piston, it does not work and is crafted separately. 2 Piston, in craft add different lengths of pistons from 1 block to 9.
scale_1200.png.c283cb7afbc3e8f6f424218595f218ae.png2012-02-02_214925_1369395.jpg.6a763446ae9bb638f36a48d12eb3377f.jpg
You can "Disassemble" Bronze Locust, Corrupt Locust and other automatons to wires, geares, scrap and other.

Hunter class:
To make the hunter interesting, he needs to be strengthened.
Add some cooking recipes
: Pemmican(Berry+Fat/Meat), Pastirma(Meat+Salt->Backpack/Saddle)


Rework Battle System:
Rework Throwing weapon system. In the current version, few people use it but only spears.

Alchemy and Magic:
"Any sufficiently advanced technology is indistinguishable from magic." ©Arthur C. Clarke
Example "Heroes of Might and Magic" where the staves turn out to be devices of the "ancient race" and say "spells"(words of the language of the ancient race) to activate this device and use its functionality.

The magic process and some things are worth make likeness of "Thaumcraft".

Prima materia - Like a "aspects" from Thaumcraft. Prima materia need for Ritual's, Alchemy and Craft.
SchemeD1.png.9fca43b86e52edc4b710f7349f9530e4.pngSchemeD2.png.84ca6e309f316ae917c3908e0ad7d237.png
Rot/Rotten/Corruption - With prolonged use of temporal technology or magic, you charge the area, which can become a problem.
Make this like a
"Taint" from "Thaumcraft".

Rot beast - If animals are in the area of influence of rot, then they are distorted and become dangerous.
RotBeast2.png.77711883f22075ad07ad7bc239f5181f.pngRotBeast1.png.29c7d3e6d532e82c9b21bd46d7a19221.png
Rot2.png.a9860b984df4fbb6bab7ae3c21657c03.pngRot1.png.7713886767df8b025ee4a01a911be62c.png

To start using magic you must do:
1) Take Class "Mage"/"Alchemy" or other mage classs, or read "Magic book for dummies" in Ruine/Dungeon or buy from "Magic trader"(Wizard, Witch, Shaman, Alchemist..).
2) Buy/Found "Magic Device":
Staff/Rode/Wand - Metal staff with or without buttons, when activated, listens to the owner, waiting for the right words or proposal. Because of what, in order to master it, you need to learn the "ancient language" so that the computer in the staff understands you. If someone often uses a certain spell near you, you can, with some chance, learn it while having magical abilities.
In view of the fact that players can learn magic from other players, it will make sense to make magic academies
.
Magic glove - Mechanical glove that requires a little more complex control than a staff but is somewhere between the "Runestone" and "Staff".
Having this glove, even knowing one spell, you can combine it in different ways.
Example "Fire": Flame stream, Fireball, Lighter(Creates a small fire source that can be used as a torch.).
Alchemist stone - Device "helping" to transform certain objects into others. Bismuth & Lead to Gold, Silver to Gold...
Rune Board/Rune stone "Rune" - Metal Board or other form with glow symbols(Similar to Tablet Phone or Soundpad). Unlike a staff, you just need to press the symbols on this panel in turn or one at a time. But unlike a staff, it has an extremely limited number of symbols and combinations because of what it is needed only for mastering basic magic. You can also save combinations so that you do not repeat them and do not remember everything(Because this is just a game, and you better remember something important in your life and not a combination of spells. But to keep the spell you need to repeat it several times.).
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Amount energy: Staff>Rune>Glove>Wand/Rode
Charging speed: Wand/Rode>Staff>Rune>Glove
Efficiency: Staff>Rune>Glove>Wand/Rode
Possibilities and number of spells: Glove>Staff/Wand/Rode>Rune
Primal Abilities: Rune>Glove>Staff/Wand/Rode
3) You must charge your device.
What can be used for charging: Altar in the Phenomenon, TempoGear, Battery(It is desirable to name it differently.)


Mechanisms:
Temporal stabilizer - Mechanism that enhances temporal stability.
Temporal tesla - Trap that attacks with temporal lightning.

Phenomena - Special places where you can create magic, or vice versa, it is impossible.
Temporal rift  - Zone with big spawn rate of drifters and temporal distortion. This area is used to create rituals or create mechanism who can close it or absorb its energy.
(Posted a few days before demonstration  "Temporal distortions".)
Spatial Rift - Work like a "Static translocator" but after teleportation you get temporal distortion.
Dead zone - Place where magic devices and electrical devices do not work, only ordinary mechanisms. You can also make the same mechanism if you don't want someone to use magic.
Description from design documents S.T.A.L.K.E.R.[RU]: In the "Dead Zone" no electronics and complex equipment (machines) work, only mechanics. An area of incredibly high radiation, rumored to be mixed with something else. Moreover, when approaching the "spots" all sorts of counters there are always silent, not reacting in any way to the trap freely spread out in their arms. And after falling into this joy, a person died in 98% of cases - either instantly or after 2-3 days.




End Game & Achievements:
Achievements will help beginners understand what needs to be done like a guide and serious players will be encouraged to make certain achievements.
Types of achievements:
⚙️Progress - Achievements in progress in the game. Crafting stone tools, Make Campfire, Smelting metals, creating mechanisms...
🔎Explore/Travels - Exploring biomes, finding Dungeons, viewing tapestries, viewing books and scrolls.
🏆Challenges - Actions that are difficult to perform or their combination.
Example Challenges
Achievement: "Blacksmith master" after make Steel by completing all the previous steps/achievement for creating other metals "Copper
BronzeIronSteel", not that you got an ingot of steel.

Bosses:
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Edited by Cherry_Brendon
Update Gameplay Automaton, Fix, Update other...
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Like some of your ideas. However instead of new more classes i would wan't see something similar "XLib and Xskills" mod offers.
As for now i have chosen Commoner class but now i would wish however i had an option to make Blackguard sword. I am playing in single player mode. I have invested many hours into world by now. I don't wan't to start new just to get that possibility. And by this time i could imagine my sword making skills could be inmproved by making many swords already. So Blackguard sword could become available for me according to some leveling system. Same could be with everything -  whether it is chopping trees, panning or fighting mobs.

When we start game (especially first time) we don't know what skills will we need later on, because we don't know anything about game. So it would be nice to progress according to things we like to do in game.

P.S. Sure there is problem with some other players who would like to quickly get some features for their character and don't wan't to level up before they can use that.
So maybe classes could still be kept, but some leveling could be added just to reach some certain skills later on for other classes too. Also skills can work as some way of tutorial guiding you to your first steps in game as game does that poorly now. (Similar like in game Cryofall where at the begining some first skills are suggested to do just to get used to game mechanics). 

Edited by Domkrats
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10 hours ago, Domkrats said:

As for now i have chosen Commoner class but now i would wish however i had an option to make Blackguard sword. I am playing in single player mode. I have invested many hours into world by now. I don't wan't to start new just to get that possibility. And by this time i could imagine my sword making skills could be inmproved by making many swords already. So Blackguard sword could become available for me according to some leveling system. Same could be with everything -  whether it is chopping trees, panning or fighting mobs.

[...]

P.S. Sure there is problem with some other players who would like to quickly get some features for their character and don't wan't to level up before they can use that.
So maybe classes could still be kept, but some leveling could be added just to reach some certain skills later on for other classes too. Also skills can work as some way of tutorial guiding your to your first steps in game as game does that porrly now. (Similar like in game Cryofall where at the begining some first skills are suggested to do just to get used to game mechanics). 

As a workaround for you there is a mod that gets rid of exlusive recipes (or better the trait requirement for them).

Instead of classes a trait menu might be interesting, i want this positive trait and that one, now i have to balance them out with negative traits... Maybe one positive trait is free and for each 1.5 (rounded down) more, you'd need a negative trait?

postive 1 -> negative 0; positive 2 -> negative 1; positive 3 -> negative 1; postive 4 -> negative 2; ...

of course any trait that modifies something is exclusive with other traits modifying the same.

13 hours ago, Cherry_Brendon said:

Add select race

Not a fan of introducing different races for player characters; and as the players did decide on player characters not being humans i highly doubt it will be added later.

13 hours ago, Cherry_Brendon said:

When you create a character, you cannot be killed and you are not hungry.
[...]
Add Save Preset setting.

That's definitive changes i'd love to see too, though add cannot start freezing

13 hours ago, Cherry_Brendon said:

You also get the opportunity to make a tool with a higher panning speed and they can also take 2-3 portions of sand or earth .

If i'm not mistaken that would mean you go through the panned material fast, but only get 1/2 or less the loot, which i kinda think is bad as long as i still have to pan myself... i wouldn't mind a sieve or something that automatically goes through a block over the course of an hour or so but nets only half the loot as if i'd panned it myself...

13 hours ago, Cherry_Brendon said:

Gear - Minecraft had "gears" for a long time before the addition of Redstone.Craft gears and the ability to use them in mechanisms.

Yes, there were gears (or better their assets) in pre-alpha, but they were purely decorative and never actually in the game (you had to externally change your inventory to get them). and these assets were deleted right after the release (in alpha 1.0.1), meaning they were in the code, but not in the game, and only until the first patch after alpha release, wouldn't call that "for a long time"...

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7 hours ago, Hal13 said:

Instead of classes a trait menu might be interesting, i want this positive trait and that one, now i have to balance them out with negative traits... Maybe one positive trait is free and for each 1.5 (rounded down) more, you'd need a negative trait?

Traits are good idea too.

21 hours ago, Cherry_Brendon said:

Gear - Minecraft had "gears" for a long time before the addition of Redstone.Craft gears and the ability to use them in mechanisms.

I would better see finite water sources and expanded water mechanics thus making water wheels and thus aqueducts or water channels being necessary.
Similar to this mode, although it was for Minecraft. Downside for that would be limited possibility for waterfall unless water would rotate somehow though some channels.

This Realistic Minecraft Water Physics Mod Is Amazing - YouTube

Existing gears and axles are great i think.

 

Edited by Domkrats
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P.S. Another idea about some certain class skills which could become possible later on could by few new items found in underground ruins, Similar like letters now, which reigsters for player in journal. Maybe same could be with some skills or traits, which could be learned by finding some ancient blueprints in ruins. Those could be even some old libraries with knowledge in them. But that could be grindy way and player would need to rely on luck to obtain some skill though. :)

SRY for little offtopic Cherry_Brendon. I know it's not exactly things you suggested, but they are connected. :)

Edited by Domkrats
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18 hours ago, Domkrats said:

Traits are good idea too.

I would better see finite water sources and expanded water mechanics thus making water wheels and thus aqueducts or water channels being necessary.
Similar to this mode, although it was for Minecraft. Downside for that would be limited possibility for waterfall unless water would rotate somehow though some channels.

This Realistic Minecraft Water Physics Mod Is Amazing - YouTube

Existing gears and axles are great i think.

 

That water mod is amazing and would add so much gameplay and beauty to the world. I can imagine the engineers copying the Babylonians by using wooden screws to pump water into floating gardens. However, and although I haven't used the mod before, I'm worried that finite water would turn oceans and large lakes into their own little tactical nukes since I assume that removing one block from the water's bed would cause hundreds or possibly thousands of blocks to update simultaneously and really hurting performance.

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12 hours ago, TooSalty123 said:

I'm worried that finite water would turn oceans and large lakes into their own little tactical nukes since I assume that removing one block from the water's bed would cause hundreds or possibly thousands of blocks to update simultaneously and really hurting performance.

Depends on the implementation you could for example just give no way to create new water sources, atm 1 watersource and a bucket equals infinite watersources. but yes if you go the Terraria/Starbound route with dynamically adjusting waterlevels, animating the flow, creating new water by rain etc, but in 3d and over huge distances, that will hurt perfomance.

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I feel like races could be a great idea if implemented correctly alongside being consistent with the game's lore.

Seraphs and such are immune to the rot, yet sensitive to temporal stability, while humans are sensitive to the rot that still plagues the world. (potentially replacing the temporal gear in the middle of the UI with a rot infection meter?)

As for differences between the two, Seraphs are already able to handle extremely hot metals and foods, so humans should be much more sensitive to temperatures than Seraphs, requiring tongs and such to handle hot metals. Meanwhile, humans in general could perhaps require less nutrients compared to Seraphs, since they are half the size of those large blue-skinned people.

As for subraces, I feel like humans could be divided between undergrounders (those that survived in the underground civilization) and descendants of the surface traders. They could perhaps be divided into looks, or buffs when it comes to their respective skills. Undergrounders would have better temperature sensitivity toward the cold, and could be better at smithing, aligning with the fact that were stuck in the old civilization underground. Trader descendants could be better off with farming/ranching compared to their undergrounder relatives.

 

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  • Cherry_Brendon changed the title to (Work In Progress)Character create / New Race / Class / Battle System / Techno-Magic
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