12:00 AM
12:43 AM
1:18 AM
1:27 AM
1:45 AM
List:<br>
Vitality- Max HP and SP<br>
Spirit- Max MP and spell power<br>
Regeneration- HP, SP, and MP regen<br>
Sharpness- How deadly bladed weapons are<br>
Strength- How well you use heavy weapons<br>
Accuracy- How deadly ranged weapons are<br>
Power- How deadly blunt weapons are<br>
Dexterity- How well you use lighter weapons
Vitality- Max HP and SP<br>
Spirit- Max MP and spell power<br>
Regeneration- HP, SP, and MP regen<br>
Sharpness- How deadly bladed weapons are<br>
Strength- How well you use heavy weapons<br>
Accuracy- How deadly ranged weapons are<br>
Power- How deadly blunt weapons are<br>
Dexterity- How well you use lighter weapons
EARTH: Strength : How quickly you wield a weapon based on weight & bonus damage modifier for Blunt weapons & range for shooting weapons.
ICE : Acuity : How well you wield any given weapon from a strategy standpoint. Bonus vs. defense and armor
VIRIDITAS: Vitality : How much energy you have to actually use, both physical and psychic (so energy for swinging weapons OR casting spells)
2:22 AM
List:<br>
Strength / how much power you deal with melee weapons and slightly increases defense.<br>
Acuity/ how fast you swing your weapon, cast a spell, and raise your shield.<br>
Regeneration/ how fast HP, MP, and SP recover .<br>
Dexterity / how well you block and use a bow. Also increases shield stamina (how many times your shield can get hit before you get knocked back).<br>
Vitality / increases your max HP, MP, and Sp. Also reduces SP consumption.<br>
Intelegence (replaces power) / increases power dealt by spells. Also decreases MP consumption.<br>
Strength / how much power you deal with melee weapons and slightly increases defense.<br>
Acuity/ how fast you swing your weapon, cast a spell, and raise your shield.<br>
Regeneration/ how fast HP, MP, and SP recover .<br>
Dexterity / how well you block and use a bow. Also increases shield stamina (how many times your shield can get hit before you get knocked back).<br>
Vitality / increases your max HP, MP, and Sp. Also reduces SP consumption.<br>
Intelegence (replaces power) / increases power dealt by spells. Also decreases MP consumption.<br>
2:32 AM
2:36 AM
3:12 AM
Here's an idea for how casting could work, based on your idea of drawing patterns (which is a top-notch idea btw. It's been done in Infinity Blade quite successfully, and Infinity blade is definitely one of the top 2 swordfighting mechanics i've ever come across)
3:30 AM
That's a basic Element, Water, extended into a specific spell of varying degrees of power and nuance
That little extra squiggle changed the spell slightly, adding an new quality to the triangle sequence.
4:00 AM
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As that might be difficult to implement on non-touch screens, there is also the concept of GEOMANCY
As that might be difficult to implement on non-touch screens, there is also the concept of GEOMANCY
1. Based on what region I am in and the elemental relationships
2. Modified by the elements and buffs of the opponent
3. Which elements will be most effective
4. And which spells which combine those elements?
2. Modified by the elements and buffs of the opponent
3. Which elements will be most effective
4. And which spells which combine those elements?
you could also add complexity if there was a day/night cycle--things that might not work during the day, for instance, would work at night, because the dark/light influence re: the elements would change. so not simply "dark chars are powerful at night", but different element/spells work better depending on region.
3 hours later…
6:55 AM
SLIGHTLY REVISED MAP:
-Note the STYGIAN SWAMPS (mixture of solid and fluid--Water & "Ice"--plus there can be geysers of lava. Stygian refers to the River Styx, and chars could have Vitality sapped by the water.)
-FROZEN FALLS: back as a big territory--you were right originally--perfect for in between chilly mountains and frozen sea!
-FIRE LAKE as Daemon's home.
-Autumn Forest (cold but not freezing) as home for Undines, but now I'm thinking it might instead be a "MEER", a type of lake where fresh water meets salt at the ocean's edge: https://en.wikipedia.org/wiki/Mere_(lake)
-Note the STYGIAN SWAMPS (mixture of solid and fluid--Water & "Ice"--plus there can be geysers of lava. Stygian refers to the River Styx, and chars could have Vitality sapped by the water.)
-FROZEN FALLS: back as a big territory--you were right originally--perfect for in between chilly mountains and frozen sea!
-FIRE LAKE as Daemon's home.
-Autumn Forest (cold but not freezing) as home for Undines, but now I'm thinking it might instead be a "MEER", a type of lake where fresh water meets salt at the ocean's edge: https://en.wikipedia.org/wiki/Mere_(lake)
This is based on the geometry, the map lines and arrows, showing which races are connected to which weapons and how:
DAEMONS
Offense: Axe
Defense: Spear
Special: Drain enemy ro regenerate (anti-grail)
Resists: Arrows & Swords
Penalty: Staves & Hammers
AETHERIALS
Offense: Spear
Defense: Shield (grail)
Special: Bow
Resists: Sword & Hammer
Penalty: Axe & Staff
ELVES
Offense: Bow
Defense: Sword
Special: Mace (hammers)
Resists: Axes & Staves
Penalty: Shield & Spear
TROLLS
Offense: Maul (hammer)
DAEMONS
Offense: Axe
Defense: Spear
Special: Drain enemy ro regenerate (anti-grail)
Resists: Arrows & Swords
Penalty: Staves & Hammers
AETHERIALS
Offense: Spear
Defense: Shield (grail)
Special: Bow
Resists: Sword & Hammer
Penalty: Axe & Staff
ELVES
Offense: Bow
Defense: Sword
Special: Mace (hammers)
Resists: Axes & Staves
Penalty: Shield & Spear
TROLLS
Offense: Maul (hammer)
13 hours later…
7:38 PM
7:54 PM
When I get some time, I can show you how all of those categories for each race are based on the lines of the destructive cycle
8:27 PM
8:42 PM
9:27 PM
9:51 PM
@DukaZhou Racial Bonuses:<br>
Dwarves: <br>
+Earth<br>
+Ice<br>
+Life<br>
+Strength<br>
+Vitality <br>
+Acuity <br>
Start with Hammer<br>
<br>
Undines:<br>
+Water<br>
+Ice<br>
+Fire<br>
+Acuity <br>
+Regeneration <br>
+Power<br>
Start with Spear<br>
<br>
Aetherians:<br>
+Light<br>
+Wind<br>
+Water<br>
+Regeneration <br>
+Spirit (Dexterity)<br>
+Accuracy <br>
Start with Bow<br>
<br>
High Elves:<br>
+Life<br>
+Wind<br>
+Earth<br>
+Spirit (Dexterity)<br>
+Strength <br>
+Vitality<br>
Start with Staff<br>
Dwarves: <br>
+Earth<br>
+Ice<br>
+Life<br>
+Strength<br>
+Vitality <br>
+Acuity <br>
Start with Hammer<br>
<br>
Undines:<br>
+Water<br>
+Ice<br>
+Fire<br>
+Acuity <br>
+Regeneration <br>
+Power<br>
Start with Spear<br>
<br>
Aetherians:<br>
+Light<br>
+Wind<br>
+Water<br>
+Regeneration <br>
+Spirit (Dexterity)<br>
+Accuracy <br>
Start with Bow<br>
<br>
High Elves:<br>
+Life<br>
+Wind<br>
+Earth<br>
+Spirit (Dexterity)<br>
+Strength <br>
+Vitality<br>
Start with Staff<br>
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