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Looking forward to what comes in due time and course.
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I'm going to speculate a little, if you please :) Also, I'm going to take as a basis the maximum closeness to Tolkien's lore. There are 6 major battles of Beleriand: 1. The First Battle was fought before the Noldor arrived, and was fought by the Sindar, Laiquendi, and Dwarves of the Blue Mountains. 2. The Dagor-nuin-Giliath, or Battle-under-Stars, fought by the Noldor following Fëanor and his Seven Sons. 3. The Dagor Aglareb, or Glorious Battle, which led to the Siege of Angband. 4. The Dagor Bragollach, or Battle of Sudden Flame, in which Ard-galen burned and many Noldor, including King Fingolfin, were slain. 5. The Nirnaeth Arnoediad or Battle of Unnumbered Tears, in which the Union of Maedhros was utterly broken by Morgoth. 6. The War of Wrath, which defeated Morgoth, ended the First Age of Arda, and destroyed most of Beleriand. For me personally, Beleriand is associated with the War of Wrath, so..It seems that the ultimate goal should not be to kill Morgoth. As a result of War of Wrath, Morgoth was sent as prisoner to Aman, where Mandos judged him, and the Dark Lord was "executed". The main quest probably should not be to kill Morgoth as I said above, but it could be to help the allied forces against Morgoth's armies. In accordance with the principle of "Divide and Conquer", let's divide this quest into subquests like: * Destroy Balrogs * Slain Ancalagon the Black * Kill some orc commanders * Descend into the Angband dungeon * Weaken Morgoth to bound him with chain Angainor (Gameplay feature of using quest items?) As we know, the devastation caused the war left Beleriand mostly destroyed. We can use this fact for gameplay purposes..After each subquest, part of the map may "disappear" as a result of the war (It might be randomized?). According to "The Tale of Years" War of Wrath lasted for more than four decades (F.A. 545 - 587). It seems natural that some territories changed hands. To make the war feel "real", we can divide the large map into "zones" that might be occupied by allied forces, might be neutral or might be under the control of the enemies. This will give us a basis for calculating the "danger" level for the current zone the player is in. Sorry if this seems sketchy. I just wanted to start brainstorming...Maybe some ideas might come in handy. |
:):):):D:D:D:cool::cool::cool:
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The plan is to set the game after the third kinslaying, with all the major elven strongholds destroyed and the land overrun by servants of Morgoth. So there should be a feeling of walking through the broken remains of everything the Noldor and the Sindar had created. I also plan to have a fixed timeline, so if the character survives long enough the Valinorean host should arrive in preparation for the War of Wrath. I'm leaning toward that being the end of the game, but am not sure what the player should be trying to achieve by then. I'm just trusting that I can make it up as I go along :) |
Oh, sounds amazing. May the bless of Valar be with you :)
P.S. To be honest, I'm burning with impatience :D |
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Some progress, but also some scope creep.
I have pretty rudimentary (and buggy) map generation going. I have changed the scale again to make the map even bigger, with each game grid having an in-game width of 2 metres. I have played a bit with the idea of a zoom function, so the player can see a bigger area while moving, but my current implementation has some performance and other issues. I then decided to leave the map for a bit and move on to gameplay. My intent from almost the beginning has been to use Sil-style skill trees, and the current Sil competition has led me to go in and look at Sil mechanics a bit more. This has led me to two conclusions:
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Is there any way you can provide a preliminary alpha version for gameplay testing on webserver or elsewhere?
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"After the refactor" is just classic Nick.
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