Runes
Posted: Thu Feb 01, 2007 2:57 am
It wasn't easy deciding in which forum I should post this, because it feels at home in quite a few of them, so I gauged them using an extremely advanced method of selection called the "educated guess." Here are the ratios I established during my first pass.
General Chat — 99%
Creative Endeavors — 87%
Other Clones — 65%
Other Games Like DM — 61%
Gaming News & Chat — 48%
Custom Dungeons — 12%
A second pass was not required because I got bored with it, and Creative Endeavors (for us Yanks) seemed the most likely place to receive valuable feedback. Anyway, this chart has absolutely nothing to do with the post.
So, I'm thinking about a new rune system that's similar to DM yet not the same. I want it to be more logical and intuitive, and I also want it to function as a sort of puzzle in its own right, because in a very real sense DM is a puzzle game. I'm drawing inspiration from two candidates: Stonekeep and Death Gate.
Probably everyone here knows Stonekeep, because it's the only game (besides CSB and DM2 of course) that could be construed as a direct spiritual successor to DM. The rune system was vastly different, as each rune constituted a unique spell, and you could "load" multiple spells in a wand. You could also combine spell runes with "meta-runes" to enhance the effects. Simple, but effective. I like the idea of combing runes, but I want something considerably more sophisticated.
Recently I went on a retro-gaming rampage, getting myself up to speed on all the great CD-ROM adventures Legend released in the mid-nineties. Death Gate was my second victim (after Shannara) and is thus far my favorite. The magic system works on combinations of runes linked together in a specific order, though the linking process itself is automated (just click the name of the spell, and it places runes for you). I like this design considerably more than DM, which lacked any clear connection between runes other than the basic meanings. Still, again this automated system is too simple for my taste.
Your first thought is, why not get rid of the automation? And that's a fine idea, but it isn't quite enough. I want to incorporate rune discovery, a feature that is relatively new to DM clones (but was a fundamental part of Stonekeep). I also want to incorporate spell discovery, where you can make a logical assumption as to how certain runes will behave when drawn in a certain order. This requires that each rune has a special meaning, though the meaning could change depending on which runes are connected to it. That's where the puzzle comes in.
Does anybody have any comments or ideas to share? If I can, I'll get some drawings up depicting some runes and how they connect.
General Chat — 99%
Creative Endeavors — 87%
Other Clones — 65%
Other Games Like DM — 61%
Gaming News & Chat — 48%
Custom Dungeons — 12%
A second pass was not required because I got bored with it, and Creative Endeavors (for us Yanks) seemed the most likely place to receive valuable feedback. Anyway, this chart has absolutely nothing to do with the post.
So, I'm thinking about a new rune system that's similar to DM yet not the same. I want it to be more logical and intuitive, and I also want it to function as a sort of puzzle in its own right, because in a very real sense DM is a puzzle game. I'm drawing inspiration from two candidates: Stonekeep and Death Gate.
Probably everyone here knows Stonekeep, because it's the only game (besides CSB and DM2 of course) that could be construed as a direct spiritual successor to DM. The rune system was vastly different, as each rune constituted a unique spell, and you could "load" multiple spells in a wand. You could also combine spell runes with "meta-runes" to enhance the effects. Simple, but effective. I like the idea of combing runes, but I want something considerably more sophisticated.
Recently I went on a retro-gaming rampage, getting myself up to speed on all the great CD-ROM adventures Legend released in the mid-nineties. Death Gate was my second victim (after Shannara) and is thus far my favorite. The magic system works on combinations of runes linked together in a specific order, though the linking process itself is automated (just click the name of the spell, and it places runes for you). I like this design considerably more than DM, which lacked any clear connection between runes other than the basic meanings. Still, again this automated system is too simple for my taste.
Your first thought is, why not get rid of the automation? And that's a fine idea, but it isn't quite enough. I want to incorporate rune discovery, a feature that is relatively new to DM clones (but was a fundamental part of Stonekeep). I also want to incorporate spell discovery, where you can make a logical assumption as to how certain runes will behave when drawn in a certain order. This requires that each rune has a special meaning, though the meaning could change depending on which runes are connected to it. That's where the puzzle comes in.
Does anybody have any comments or ideas to share? If I can, I'll get some drawings up depicting some runes and how they connect.