Archived from groups: rec.games.roguelike.development (More info?)
I have way to many ideas swimming around in my head to be healthy. I
have very little time to actually be at a computer coding Chazm but way
too much time to think about it. I have planned the hell out of it and
I am starting to think of things that i probably cant code for months.
I have too many ideas to discuss all at once but i figure that i should
bring one up now. I dont know how to do Alchemy. I am sure there are
many great ways to do this. I see four possibilities:
*Note: i have no alchemist class, instead the Druid class can have a
skill alchemy
1) this has been discussed before:
somehow randomly create 20-40 or so recipies for potions at the games
start and have the player discover them. But how should the player find
them. Do they have to experiment or should npc's tell them... or what?
Also each recipy would be assigned a difficulty for the player's skill
to test against
2) this was my idea
Every potion in the game has a cirtain number of domains... some may be
the same. when potions are mixed you mix up a list of all the domains
and then pick a random potion from that list and have the rest runoff
with a magical sideffect... mostly bad...
this way there are all preset recipies but there are HUGE NUMBERS OF
THEM and they arn't always there. EG:
!X + !Y = TONS OF DOMAINS =
either potion A with little runoff 65% chance (maybe...)
or potion B with tons of runoff
I like this idea a lot because adding potions is easy and the entire
system is preset so you can carry knowledge from game to game but is
not like
A+B=C //always!
It would be like this:
Alchemist mixes an Exploding Potion with a potion of True Seeing
Exploding potion = Fire,Fire,Fire,NegEnergy,Violence,Power
True Seeing potion = PosEnergy,Sight,Sight,Wisdom,Power
this makes:
Fire x 3
NegEnergy x 1
PosEnergy x 1
Violence x 1
Power x 2
Sight x 2
Wisdom x 1
maybe then a claryvoyance potion has sight,sight,wisdom
so you get back a
!oclaryvoyance
and a runoff of
Fire x 3
PosE
NegE
Violence
Power x 2
Hmmm... so sure you have a nice potion back but the runoff on this one
is VERY dangeros you have violence, power, and fire and then the
repulstion of the pos and neg Energys... it could be fun to write a run
off engine...
of course its randome and maybe it would have just picked a Fire x2 and
made a fire potion and left the rest as runoff...
this way an alchmist would have to use their human brain to figure out
what would have a good chance of creating a good potion and also create
little runoff... and then they would use their INT and Alchemy to see
if they succedded or if it all turned to dangerous runoff...!
This all probably sounds really dangerous but i would have some REALLY
rewarding potions that you can only get through alchemy and i would
probably tone it down so that you would have to have quite a bit of
runoff for it to really hut you... and besides you cant forget to wear
your gloves and protective leather alchemy gear while your working can
you...
3) a combo of 1 and 2 where maybe there are domains and all that but on
top of that there are ~30ish preset recipies...
4) basicly number 2 but maybe w/o the randomness... i dont like this
idea very much but it could be les frustrating...
5) all recipies are set at the begining and are random but they TEND
toward cirtain things like a fire domain potion and a water domain
potion might tend to create a nutral domain potion or something...
6) else... other combinations of the above...
P.S. the domains in my game would be easy to implement because the
system will already be there...
in my game magic is split into schools and domains
the schools are from dnd like
necro,evocation,summon,illusion,divine,etc
and the domains are more... elemental like
fire,water,air,negative energy, positive energy, spidermagic, earth,
cold, shadow, eleven,... things like that
different places also heighten cirtain domains
EG: plane of fire heightens the effects of fire spells and fire potions
and fire...
Sorry to ramble but that is the background on domains in my game...
-Thomas
RL: CHAZM
I have way to many ideas swimming around in my head to be healthy. I
have very little time to actually be at a computer coding Chazm but way
too much time to think about it. I have planned the hell out of it and
I am starting to think of things that i probably cant code for months.
I have too many ideas to discuss all at once but i figure that i should
bring one up now. I dont know how to do Alchemy. I am sure there are
many great ways to do this. I see four possibilities:
*Note: i have no alchemist class, instead the Druid class can have a
skill alchemy
1) this has been discussed before:
somehow randomly create 20-40 or so recipies for potions at the games
start and have the player discover them. But how should the player find
them. Do they have to experiment or should npc's tell them... or what?
Also each recipy would be assigned a difficulty for the player's skill
to test against
2) this was my idea
Every potion in the game has a cirtain number of domains... some may be
the same. when potions are mixed you mix up a list of all the domains
and then pick a random potion from that list and have the rest runoff
with a magical sideffect... mostly bad...
this way there are all preset recipies but there are HUGE NUMBERS OF
THEM and they arn't always there. EG:
!X + !Y = TONS OF DOMAINS =
either potion A with little runoff 65% chance (maybe...)
or potion B with tons of runoff
I like this idea a lot because adding potions is easy and the entire
system is preset so you can carry knowledge from game to game but is
not like
A+B=C //always!
It would be like this:
Alchemist mixes an Exploding Potion with a potion of True Seeing
Exploding potion = Fire,Fire,Fire,NegEnergy,Violence,Power
True Seeing potion = PosEnergy,Sight,Sight,Wisdom,Power
this makes:
Fire x 3
NegEnergy x 1
PosEnergy x 1
Violence x 1
Power x 2
Sight x 2
Wisdom x 1
maybe then a claryvoyance potion has sight,sight,wisdom
so you get back a
!oclaryvoyance
and a runoff of
Fire x 3
PosE
NegE
Violence
Power x 2
Hmmm... so sure you have a nice potion back but the runoff on this one
is VERY dangeros you have violence, power, and fire and then the
repulstion of the pos and neg Energys... it could be fun to write a run
off engine...
of course its randome and maybe it would have just picked a Fire x2 and
made a fire potion and left the rest as runoff...
this way an alchmist would have to use their human brain to figure out
what would have a good chance of creating a good potion and also create
little runoff... and then they would use their INT and Alchemy to see
if they succedded or if it all turned to dangerous runoff...!
This all probably sounds really dangerous but i would have some REALLY
rewarding potions that you can only get through alchemy and i would
probably tone it down so that you would have to have quite a bit of
runoff for it to really hut you... and besides you cant forget to wear
your gloves and protective leather alchemy gear while your working can
you...
3) a combo of 1 and 2 where maybe there are domains and all that but on
top of that there are ~30ish preset recipies...
4) basicly number 2 but maybe w/o the randomness... i dont like this
idea very much but it could be les frustrating...
5) all recipies are set at the begining and are random but they TEND
toward cirtain things like a fire domain potion and a water domain
potion might tend to create a nutral domain potion or something...
6) else... other combinations of the above...
P.S. the domains in my game would be easy to implement because the
system will already be there...
in my game magic is split into schools and domains
the schools are from dnd like
necro,evocation,summon,illusion,divine,etc
and the domains are more... elemental like
fire,water,air,negative energy, positive energy, spidermagic, earth,
cold, shadow, eleven,... things like that
different places also heighten cirtain domains
EG: plane of fire heightens the effects of fire spells and fire potions
and fire...
Sorry to ramble but that is the background on domains in my game...
-Thomas
RL: CHAZM