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Messages - Diran

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16
Games / Re: Mass Effect 2 digital deluxe edition question
« on: January 03, 2011, 08:42:53 PM »
Do you have the redemption codes for the content?

17
Games / Re: Who is the most funniest Game character?
« on: July 15, 2010, 06:37:45 PM »
GLaDOS



:3

18
Games / Questions about an in game system
« on: July 14, 2010, 05:10:45 PM »
Okay, so maybe the topic title is a bit confusing, but in any case, I was wondering if anyone could give me an opinion on one of the systems that may or may not be implemented into the game I'm working on.

The concept is a sort of survival game similar to haven and hearth, but with a focus on developing new technologies and advancing the world as a whole. The purpose of this topic was to find out what people think about putting a magic system into the game.

Now, first I should clarify. The magic system will be similar to the tech advancement system in the sense that the power and complexity of the spells will advance slowly and wont start out as powerful as they can become. The issue is that normally magic requires nothing to use, (well, nothing physical, usually it uses mana or something to that effect,) so if would automatically be preferable to technology because there are no material requirements.

So, I have though of a few types of systems that I think may work, I would just like some opinions on which one is the best idea. Also, feel free to suggest a new system or to suggest not having magic at all.

First: Magic is rare, basically this means that there will be locations in the world where a mana like substance can be harvested, but otherwise is impossible to get. You can fill your body with mana at these places, and then use it as you please, it will just be difficult to get to the places that you can harvest mana from. Perhaps a way to expand on this would be to make something that can store mana like a potion, so that selling and producing mana potions could be something like an industry.

Second: Magic is draining, basically this means that using a spell will not only sap you of your magic energy, but also your physical stamina and perhaps even health. This would make it much less useful in the long term, but could help in dire situations. This seems to me to be the most minimal option, in that it would make magic the least useful.

Third: Magic is slow to produce, this is similar to the first option, in that mana must be harvested from a kind of node, but instead, the nodes can be built and improved upon. They do produce mana at a much slower rate though, and the materials used to create the generators will be uncommon, so magic generators will be something only the rich and powerful can afford.

Fourth: Magic is unstable, using magic will have a high chance of failure, but it is abundant and more versatile. The issue with it here is that there is a large chance when casting a spell that it will fail, and a mid to high chance that a continuous spell will fail (like a shield or fly spell.) This system would discourage non-ballsy players from using magic, as it could have a high chance of death. (And death isn't something meaningless like it is in most games.)

Fifth: Magic is abundant, but requires some special thing to use, this would make use of the exploration system, perhaps some ancient ruins contain a potion or artifact like a staff or wand that will allow you to use magic. This would make magic rare and special something that would encourage exploration and taking risks. This system also make it so that if you have one of these artifacts, you can always use magic with little side effects. And perhaps there could be different quality artifacts that would change how easy it is to control and use magic, and the lower quality artifacts could be created at some point.

So, I would just like to get some opinions on these systems, which ones the best and all that. And as I said before, if you have a suggestion as to how magic should work (if at all) feel free to post it.

19
Clan Discussion / Re: Krystal's Clan [KC]
« on: July 01, 2010, 01:34:25 PM »
I'd say so, you got a yes from me and Krystal sooo welcome.

:D

Hello everyone :3

20
Clan Discussion / Re: Krystal's Clan [KC]
« on: July 01, 2010, 01:30:14 PM »
I don't mean to be annoying or anything, but did I make the clan?

21
Gallery / Re: Stormhome Tavern [KC] Structures App
« on: June 30, 2010, 05:36:51 PM »
Oh, probably should have put this in the post somewhere, but my IGN is Daine :3

22
Suggestions & Requests / Duplicator name-gun fillcan esque thing
« on: June 30, 2010, 04:35:29 PM »
I was thinking about new tools when I thought of this...

Topic title is hard to understand, but basically you would chose a name like with the name-gun, and then you could hit the baseplate of something to give every brick on top of it the name you chose. You could also add the increment thing like on the name-gun so it would be easy to make multi brick ore mines. Also, maybe a color based version, where it would apply the name to all of the attached bricks of the same color.

Just an idea, and a confusing one at that

23
Clan Discussion / Re: Krystal's Clan [KC]
« on: June 30, 2010, 08:36:00 AM »
Woo, just bought 5 new games for $28.55. =D

Counter-Strike: Source
Osmos
*Oblivion
*Oblivion II
*Oblivion: Raising Hell

* Packaged together.

Edit: Omfg.. I went down to where Darth lives years back.. I was just across the lake from him too.. D=

I think you mean overlord 2 and overlord raising hell :3

24
Games / Re: Most hated kind of game ending?
« on: June 29, 2010, 09:00:09 PM »
If it's a bad game, "to be continued" or words/things to that effect.

If it's a good game, not letting you keep playing after you beat it.

25
Gallery / Re: Stormhome Tavern [KC] Structures App
« on: June 29, 2010, 08:57:59 PM »
I think you'd be an aspiring builder with a good sense for imagnitive and creative thinking in your style, I really do like this.
Thanks, lol

I'll say yes, sure.
So, 2 yeses, am I in?

26
Clan Discussion / Re: Krystal's Clan [KC]
« on: June 28, 2010, 03:55:58 PM »
If you're still accepting apps, I made one here: http://forum.blockland.us/index.php?topic=117010.0

27
Gallery / Stormhome Tavern [KC] Structures App
« on: June 28, 2010, 03:55:16 PM »
So, this is my app for Krystal's Clan, it is a small tavern located on a small island, it was kindof intended to be pirate-like, and I think it came out pretty well. The building itself is four stories tall, and the build totals around 1.7k bricks.

Pics:
Overview

Looking up at the tavern

The bar, on the first floor

Second floor dining area

Fourth floor sleeping area

The Signal fire

Close-up of the small island

28
Gallery / Re: Daine's Multi-themed city build- WIP (Image heavy?)
« on: June 26, 2010, 06:48:08 PM »
Bump for new update.

29
Gallery / Re: Daine's Multi-themed city build- WIP (Image heavy?)
« on: June 24, 2010, 08:11:44 PM »
Update: I'm annoyed that I have to say this, but the server wont be up, it seems I'm suffering from the same --- ping problem as a lot of other people. Eh, I'll work on it myself.

30
Gallery / Re: Daine's Multi-themed city build- WIP (Image heavy?)
« on: June 23, 2010, 04:47:11 PM »
So your saying that this is more of 23rd century or 22nd century stuff? This is pretty hotly techno sci-fi

Well, its kindof a mix, the Chasm is fantasy themed, the backstreets are cyberpunk, and the high city is utopian. And thanks I think

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