Author Topic: Death Realm 2.0  (Read 3006 times)

Kaerli_Stronwylle

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Death Realm 2.0
« on: November 22, 2013, 09:21:20 pm »
The current state of the Realm is...a bit underwhelming, to say the least.  I think we all know this, so I'm going to throw a long-term suggestion out there for how it ought to look, drawing some inspiration from my experience in other games.

Specifically, I'm considering a Death Realm that consists of a large handful (a dozen would make a reasonable starting point) of 'chunks' (room-sets, walkway mazes, caverns, and perhaps even some green fields for variety's sake) that are interconnected by (bidirectional) magical portals that are spawned at random (perhaps with a few rules thrown in to keep Londris from flying off the handle when trying to get around the Citadel!).  Exits from the Realm would be subject to the same random spawn system, and 'back door' entrances for Dakkruists could be included, even.  (Or perhaps you could go in the out door?!)

Obviously, these portals would have duration limits, and presumably a limit on how much stuff can be pushed through them as well.  Monsters would be present, of course, with types varying depending on the terrain (caves would have Grendols and Wrathrats, while Carkarasses would be more common in mazelike sections, and greenfields could be home to brand new monster types).

While this'd be quite a bit of art and code (we currently have the material for 3 chunks of DR, and one or two others could be added simply to demonstrate caverns and greenfields, but anything more would require lots of art assets), it'd have the advantage of being truly dynamic without disturbing the shared nature of the world in PS, and would also be expandable as PS grows, without the challenges involved in grafting maps together.

Thoughts? Questions? Ridicule?

LigH

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Re: Death Realm 2.0
« Reply #1 on: November 22, 2013, 10:15:54 pm »
It is being developed.

And you won't be disappointed, as far as I remember.

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Volki

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Re: Death Realm 2.0
« Reply #2 on: November 22, 2013, 10:25:25 pm »
The Citadel and the area around it could be a safe area. That's where people "live". I doubt anyone would care to be immortal if it meant walking through a new maze to work every day.

I'm not sure where the Death Realm is located, or if it's even in the same universe in which Yliakum exists. Or maybe it is, but in a subset of that universe. The uncertainty and the presence of magic led me to believe that the Death Realm does not have to follow conventional physics. So, I've had a few ideas regarding what I think the Realm would be like.

Non-Euclidean portals could spontaneously flicker in and out of existence, and you would not know you had walked through one until you ended up exactly where you started. Walls might not truly exist, and the only way to escape a maze might be to walk straight through a wall. Up could translate to down, like an Escher drawing. (Obviously watched Labyrinth.) Gravity may be altered in some places.

And the farther out you go, the less logic applies. If you wandered out far enough, you might cease to exist. A long and grueling method of suicide. (Just an idea.)
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SpidaManz111

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Re: Death Realm 2.0
« Reply #3 on: November 22, 2013, 10:40:35 pm »
I'm going with ridicule. Ha ha.

novacadian

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Re: Death Realm 2.0
« Reply #4 on: November 22, 2013, 11:53:05 pm »
If your going to have people lost down there best make it interesting. Personally it is more attractive to me loosing skill points through death rather than meandering around in a maze. Sounds boring as anything.

bloodedIrishman

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Re: Death Realm 2.0
« Reply #5 on: November 23, 2013, 08:59:56 am »
Doesn't fit the settings plus the team already has plans.

LigH

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Re: Death Realm 2.0
« Reply #6 on: November 23, 2013, 09:29:48 am »
As far as I remember the Settings, the Death Realm is not "inside Yliakum", probably not even in the planet containing the stalactite. And it is quite inhabited, so yes, it will be interesting to cope with the citizen and what they made of it. Well, as far as I remember from the time when I tried to contribute to it.

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Eonwind

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Re: Death Realm 2.0
« Reply #7 on: November 23, 2013, 02:29:29 pm »
As far as I know plans are not to make it anymore complex to come out of it but rather expanding to make it more entertaining, deeper immersion and a better overview on what the death realm exactly is.

Shadow Rogue

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Re: Death Realm 2.0
« Reply #8 on: November 26, 2013, 07:06:29 am »
     Yes, the death realm has become pretty lame recently but I am really not fond of all the illusion and magic portal garbage that so many games like to include for the purpose of making it more challenging. To be honest, the "pick a portal and hope to get lucky" idea for expanding upon a game is a extremely cheep concept to me because it can be done by simply adding a cubic room with a couple little glowing spheres in it to represent portals that just take you to another room that is almost identical to the previous one.

     If the death realm really is in need of improvement, I think so, then I am certain that there are many other more creative ways that are not extremely labor intensive or time consuming. Bottom line, PLEASE, do NOT leave it up to dumb luck to get out. If you want it to take longer so players have to earn their freedom from the DR, then PLEASE make it a steady progression to freedom and not a portal maze that you can't even begin to picture in your head. As much as I hate the portal concept and due to my past experiences in PS coupled with my pessimistic outlook, I think it is going to become yet another sad fact of life/death in Yliakum.

Lumi

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Re: Death Realm 2.0
« Reply #9 on: November 26, 2013, 08:12:57 am »
As far as I remember the Settings, the Death Realm is not "inside Yliakum", probably not even in the planet containing the stalactite. And it is quite inhabited, so yes, it will be interesting to cope with the citizen and what they made of it. Well, as far as I remember from the time when I tried to contribute to it.

Yes that's how we need to imagine it in my opinion. Even thought i think a part of it, is inhabited by the Diaboli.

For me the only manner to create a good Death Realm is not to see it throught mechanic and how player will deal with the punishment but rather "how the DR is supoosed to be IC and why so".
I am maybe to much focused on how and why, but this help a lot to create things that make sense. If the DR is seen like the greeks hells of Hades it will certainly be very different as if it is seens has the ones of the christian for example.
Dakkru choose to release or not certain people, why, how and how does this work.
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tman

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Re: Death Realm 2.0
« Reply #10 on: November 26, 2013, 08:37:18 pm »
Dakkru choose to release or not certain people, why, how and how does this work.

If I remember correctly (which I probably don't), Dakkru doesn't choose anyone.  Basically there's an exit portal, and every time you use it she steals some of your soul and keeps it to power her realm.  Those that are too old or weak to make it to the exit are trapped permanently.

From this point of view it seems that the portal should require a fairly long or "dangerous" journey such that it would seem hard for frail characters to get out.  From a mechanics point of view it should always be possible to leave (no hostile uber-monsters guarding the exit) but it should SEEM like it would be difficult.
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Rigwyn

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Re: Death Realm 2.0
« Reply #11 on: November 26, 2013, 11:14:38 pm »
There are some DR books that explain Loundris's view on how the death realm works.  :detective:

Thing is, he could be wrong about it ... so it's still a mystery.

From both a mechanics and role playing point of view, yes, returning to the world is up to the player. From a settings point of view, not everyone returns because its a dangerous place and now and then Dakkru takes for herself, a worthy soul.