PlaneShift
Gameplay => General Discussion => Topic started by: Montenegro on February 07, 2002, 11:14:23 am
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I was trying to think of what a cool clan name would be when I suddenly realized it was pretty pointless if it had no meaning. Like \"Order of the Silver Chalice\" sounds cool, but with no silver chalice as a legendary item, no point in a name like that. I was wondering if there is a plan for some sort of history to be developed for the final release.
By the by, I\'ve seen it mentioned that no one is planning on being a pure warrior. Well, Montenegro will definately be that - - perhaps a cataphract or something like that (bleh, just an archaic term for a guy wearing mail, scale, or other armor and using sword or axe. Either mounted or foot). Anyway, perhaps if items really are all smithable, then they could be nameable i.e. the Sword of Montenegro ... perhaps if they aquire history in demos our deeds and stories, our highjinks and failures, might generate some of the background for the final game. It would certainly be cool, and lend a very authentic flavor to it.
Well, thats my piece
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Originally posted by Montenegro
I was wondering if there is a plan for some sort of history to be developed for the final release.
Errr....you could try having a look at the settings section on the main page, loads of historical info for you there ;) :- main page (http://www.planeshift.it/main_01.html)
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Krans are all out fighters, so judging by the looks of it we\'ll have quite a few pure warriors. :D (Soca Playa, Malastare and BigFoot)
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Originally posted by Montenegro
Anyway, perhaps if items really are all smithable, then they could be nameable i.e. the Sword of Montenegro ... perhaps if they aquire history in demos our deeds and stories, our highjinks and failures, might generate some of the background for the final game. It would certainly be cool, and lend a very authentic flavor to it.
Well Montenegro, a while back there was a post, in which they the developers(hopefully me soon!) would make customizable weapons, for a small fee of real money(i dont really like the idea, but uh that doesnt have to do iwth anything really ;) )
well hope that helps
-cyo-
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I didn\'t know there were that many people who wanted to play kran. Anyways, the kind of stuff I meant was detailed history. You know, not like a single city and a few of the most noticeable details. Granted, the history is pretty good (except for numerous spelling and grammar errors) but it lacks legends and stories. The book of names is the only item beyond the crystal and glyphs. It was not a complaint, just an observation.
Though I probably wouldn\'t avail myself of that (not being a power gamer and being a poor college student) I imagine a number of people will. Especially considering the game is free.
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Montenegro:-
I was semi ranting about this the other day in the dev channel. About a lack of detailed history (mainly since i see problems with making a game with out a completely done hisorical listing/document) while this might be just a demo, alot of teh work we are doing for this demo and the resulting games design is based on the what is being done in the settings team now. but alot of it hasnt realy been designed with a set detail history as grounding and i forsee inconsistancies in look and styles cropping up (i could be wrong) as things are added at variouse levels... with out giving them some flow..
but im sure teh settings teams are working on it... the main sites history pages, are a little old i think... dont realy know.
kran are becoming popular...
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;( Actually, thats sort of happened to other games too. The graphics in Horizons eventually got scraped cause nobody bothered to let the art director (Doug Shuler, you know, Magic: The Gathering cards?) know that they wanted a \"high fantasy\" look. That decision, btw, was made by suits, not the art department....
Anyway, I think that perhaps some of this will get ironed out during this first demo, and I think it would be really cool for the story department to run a few broad quests, that don\'t have scripted outcomes, that could perhaps be utilized as story material. After all, you don\'t get much more real than the real thing do you? Alot of times very funny things happen in real play, but that is only a thought, which is probably impractical. I have absolutely no idea how to create such a history as we speak of, other than to base it upon snippets of real world history. For instance, what about pre-Yliakum history on the surface. It almost sounds like eventually, a route to the surface will be in existance, so thats kind of important.
I don\'t remember reading this in the document, but how old is this civilization? I get the impression of a few generations at least, but overcrowding suggests at least several centuries under medieval conditions. I am surprised that there are no major die offs listed, because that always seems to occur (historically) when a civilization grows. You know, a mass crusade to clean the evil nasties from the tunnels, that ends in thousands of Really bad creatures mashing them a leaving many thousands of skeletons in the caves. Also, there are some other important details, such as: are there seasons? Do people still have north-south directions (the crystal could be magnetic, rendering compasses useless (yes, under the crystals immediate area (a vicinity of some miles) the compass would simply spin)? Are there trees and if so, how? They wouldn\'t simply have been there, because this was a pretty much contamination free area prior to godly influence it sounds. What if the gods were originally a bit childish and made gigantic smiley faces on the walls? (just checking to see if your still reading). The concept of levels could use some detailing, because I myself can\'t quite straighten out what it looks like. Is it like the Stygian abyss from Ultima Underworld? Also, is Vodul female, or is Laanx ahem, interested in other men, or did he have a sex change? Not to be offensive, but it sorta gives the impression he was female originally, but hey, maybe im just crazy.
:D 8) :] X( ;) :rolleyes: :) :( :) :rolleyes: ?( 8o :P :)) :baby:
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heh damn teh suits!...
about teh age of teh civilisation i was thinking along that same lines today, in that if its so old how come there hasnt been any large turf wars, since there is limited space within teh cavern and populations grow rapidly and teh onyl way to halt this is when races meet and fight a war,a dn voer crowding would cause rebelions and out breaks of disease and such...
Laanx is a Female by teh way, talad is a male, and teh Vogul guy is some other greater god(?). The settings documents ont eh sites have some shocking grammer troubles :D
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All extremely good points, you are right a more in depth setting section would help our perception of the world and would probably help the graphics department too - after all the visuals need to match the settings exactly, but...
Give the settings guys a break! ;) It\'s very early days yet, there is no doubt a heap of settings work already done, but just not uploaded to the site yet. Things will probably be fine tuned a hell of a lot over the coming months anyway :)
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By the by, I\'ve seen it mentioned that no one is planning on being a pure warrior
Lol i am gonna be the opposite, pure miner/smith...
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Laanx is a god.
gods can take any form.
when she put the red cloak(?) on, she assumed the form of a male. (i think)
personally i think they should keep her female to prevent confusions.
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she should stay female...
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female? BAH... read deaply into the history. Laanx was once female and had a harmony to her heart. she then became disfigured, grew cold, became power hungry, and MALE! he dawned a mask and then began creating his own personal world. if he wasn\'t male then the lemur, demorian, dwarven, and xacha histories would change. heck the temple of laanx wouldnt even look the way it does if it wasnt for the MALE Laanx.