Brainstorm I & S - Evil meter
#16
(20-01-2014, 07:10 AM)Rikus Khan Wrote: Oooohhhhhhh, evil music and even more evil music. Please, please, please .. use you evil powers and work work out a deal with Nox Arcana .. the masters of evil music. They have some not so evil and some down right scary music. If you haven't heard of them, here is a link to their YouTube Channel.

(20-01-2014, 09:31 AM)Seriously Unserious Wrote: That sort of music would fit in when the land's getting very evil for sure. Not the sort of mood I want to be in when I'm about to go to sleep in a few minutes though Confused so I'll listen to them more closely tomorrow.

Well, this may feel up your own Evil Meters very well. This is what I call The Real Underworld Theme. Position Music is one of my favourite epic music composer, his Neosphere rocks too. Smile



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#17
Now you got me all excited Smile Stated this thread: http://forum.dwelvers.com/newthread.php?...rocessed=1
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#18
(21-01-2014, 08:57 AM)Rasmus Wrote: Now you got me all excited Smile Stated this thread: http://forum.dwelvers.com/newthread.php?...rocessed=1

"Can not upload file - Too large for php post_max_size directive. Please press the back button." To where this link should redirect? Tongue

Well guys, so for what else could we have Evil Meter, what could it represent? Maybe use for some multiplayer things?
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#19
I think this was the link I wanted to link Tongue
http://forum.dwelvers.com/showthread.php?tid=644
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#20
I was thinking, in another thread, that we could have both an Evil Meter and a Good meter, and whichever is higher determines your alignment and what sort of title you earn should you win the game, as well as how different types of creatures would react to you. If you're more evil then good, you'd be more likely to get raids coming from the surface, whereas if you're more good then evil, the surface would be more or less peaceful towards you, or even outright friendly, but the evil creatures of the deepest depths may view you as "weak" and "vulnerable" and be more tempted to attack you, meaning more demonic raiders coming up from the deeper depths of hell. If you get too evil the more demonic creatures could also view you as a threat and start attacking too, but these are all ideas open for discussion and many of them are dependent on other features being implemented.
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#21
This is a really interesting thought, I like it a lot.. But before we go that far I still have the underworld to make, and I haven't even started considering how I am going to make it. First of the surface world, then we will see Wink
Even so the idea you are purposing is possible only with the surface world. If the surface world have "treasures" that draws the player towards raiding them and do evil things and by this have the evil meter rise and more humans attacking the player dungeon. So right now we would have "neutral" -> "evil". If we get a underworld we could have "good" <- "neutral" -> "evil".
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#22
Yes, that's exactly what I was thinking, and neutral could be calculated by having the good and evil meters being within a certain threshold of each other. This also means a player could be both very highly evil and very highly good at the same time, resulting in a "neutral" who is enemies of both the over and underworlds. That would be a very risky undertaking of course, but eventually necessary if one wishes to become the supreme keeper of all worlds or whatever title we give to such a victory.
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#23
Another fun idea I have got for a long time is that the creatures that have nothing to do with decorate the walls themselves, like painting on them and such. This would automatically mean that the closer to the dungeon centre the more decorations will be on the walls.
Now we could make it so that the decorations could be decided by the evil level in the dungeon Wink
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#24
(18-02-2014, 07:47 PM)Rasmus Wrote: Another fun idea I have got for a long time is that the creatures that have nothing to do with decorate the walls themselves, like painting on them and such. This would automatically mean that the closer to the dungeon centre the more decorations will be on the walls.
Now we could make it so that the decorations could be decided by the evil level in the dungeon Wink

So a player who was just starting would have pictures of an orc enjoying a beer, while a more seasoned evil player would have pictures of Impanzeese being tortured and cut up? Big Grin
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#25
(18-02-2014, 07:47 PM)Rasmus Wrote: Another fun idea I have got for a long time is that the creatures that have nothing to do with decorate the walls themselves, like painting on them and such. This would automatically mean that the closer to the dungeon centre the more decorations will be on the walls.
Now we could make it so that the decorations could be decided by the evil level in the dungeon Wink
Oh that would be hilarious. It would definitely give your dungeon a good atmosphere out of its own!

Regarding the Evil Meter, are we now talking about it showing Evil Points? Or is this to show your alignment with the humans/surface?
It might be interesting to have two meters for this (brainstorming):
The EP-meter, which shows your Evil Points, which are kinda like mana/money and stuff like that.
The Alliance meter, which shows your alignment with the humans/surface. This would start out as neutral and depending on what you do on the surface this can go towards evil. I don't think humans would give a f**k what you are doing deep under the ground as long as they are not bothered. I also think being "good" towards a surface is strange for a demon/imp empireTongue

I love the idea though that other wild dungeon-dwellers may turn (harder) against you if your alignment with the surface is too "good". Whether this is Neutral or Good doesn't matter.

Regarding the music in change of evilness, has anybody played The Last Remnant? Within battles they use an unique (and IMO superb) music system. It starts with the "standard" battle music. But when you get in a pinch, or get the upper-hand, the music changes to a mood-like music.
Maybe something similar can be implemented for whenever you are being attacked or when you open the maze?
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#26
Well, regarding aesthetics, this is a very rough concept of what we had in mind to represent the evil meter, which will obviously require a different name (Again, rough concept! don't hate on the bad graphics)

[Image: rotatingevilmeter.gif]

We were thinking that those souls would rotate faster as you generate points faster.

We could also make it that the graphics changes depending on the affiliation.
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#27
That looks awesome! Also, great concept with the rotating/graphic changes!
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#28
@Burningpet: I love that design

Mastergoose Wrote:The EP-meter, which shows your Evil Points, which are kinda like mana/money and stuff like that.
The Alliance meter, which shows your alignment with the humans/surface. This would start out as neutral and depending on what you do on the surface this can go towards evil.

This sounds like a good way of handling things. My thinking on the Alliance Meter would be that it could range anywhere from ally to enemy and all points in between, with it starting at neutral. Also, if factions are included there should also be a separate Alliance Meter for each faction, and the AI factions could also have relations with each other, tracked by more Alliance Meters. SO things that could drive the Alliance Meter between any 2 factions down could be attacking a member of that faction, streaking from that faction, destroying any of their buildings, claiming their territory for yourself, or doing any of the above actions to an ally of theirs. Things that would raise it could be trading peacefully with that faction, signing treaties with them, attacking that faction's enemies, helping that faction when it's under attack, giving items to that faction. This way Dwelvers would have a whole new world of possibilities in the realm of diplomacy, and many different ways to play it.

On a side note, it could also be interesting to see what happens when you create an army of orcs and then become more good and either those orcs become more good along with you or desert you, becoming hostile neutrals. The imp's allignment would simply copy the keeper's, since they just want to please master no matter how master gets pleased, whether it's doing honorable acts or acts of unspeakable evil.

Also, in addition to Evil Points, there would need to be Good Points as well, for something like this to work. Good points would be accumulated by trading peacefully, honoring treaties, giving items to others and other "good" deeds.

I realize that would be a huge deviation from the Dungoen Keeper theme but at the same time that may also serve to differentiate Dwelvers form Dungeon Keeper further so people aren't so much looking for a DK clone but a game in it's own right.
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#29
I can imagine how fast it rotate at the further stage of the game, Ferris wHell!

If it comes to evil meter, well on of my ideas I present in creature make discussion which says about dark mother's energy/power for different purposes.

Earlier in this thread I suggested a reputation meter which says in which fraction you could get some benefits if you will be more ally than enemy for them, but then this fraction enemy will be mad at you and instead of being neutral could attack you.

About having good and bad meter was different discussions too, evil points as mana or as unlocking-things point meter which include upkeep of creatures and rooms and other stuff that decrease Evil Points and any killing or claiming enemy territory will raise your Evil Points.

Also about multiplayer player's could gather these points that could be obtained for conquering realms, unlocking, get access to something, etc. About these all there were told, but until we won't have any good lore, basic other mechanisms we need to make discussion about Evil Meter could be endless. Well I hope at the end there won't be to much to care about. :d until then don't stop guys! :d
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#30
Wow what a big thread to read !!

I can't comment on anything specific other than to say what my first impression is of this feature. I think there needs to be some distinction between a static level your DM has reached (say that is the level of your Evil Meter, or Karma if we are going to do black/white inspired stuff here), and some expendable thing like Evil Points that you also gather for doing evil things. The evil meter would unlock content: music, rooms, creatures. Evil points could be used to build really big things in rooms, not the standard equipment. Like in civilization you build wonders of the world, here you spend your evil points on building something really cool, like a hot tub for the orcs.

My orcs are now fixated on the idea of a hot tub. They are dirty after battle. Fueled with coal, and filled with fresh water by imps.

hehe.
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