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  Loonyland 2 Propaganda 03:18 PM -- Tue April 10, 2007  

By the way, I don't think I've mentioned this little gem:

GameTunnel Monthly Roundup for March

Loonyland 2 tied for best game of the month! And they didn't even count the score I gave it, a 37/10! That would've put it right over the top. They should also be posting a full review of it eventually, I can't wait to see how it does there.
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  Collector's Edition Alert! 05:46 PM -- Mon April 9, 2007  

This is a reprint of what I just posted in the forum, for those of you who don't keep up with it.

If you are going to be picking up the Collector's Edition (and what kind of insanity would stop you!?), I'd like to let you know that it's a good idea to get one of your characters up to right near the end of the game. Doesn't matter if they're in Madcap mode or normal mode, just so long as they are ready to win the game soon!

This is because you need to finish the game (either mode) in the Collector's Edition to unlock the commentary. So if you have someone ready to do it, you'll be able to pop right into the commentary! Yes, you will be able to just install the CE over the regular LL2 and continue from where you were.

The requirement to finish the game was just to prevent spoiling things, so that I was free to talk about everything in the commentary, since I know you've won the game already.

There are also various "Gallery Goals" you need to complete to unlock the gallery pictures. Good luck finding them, they are wacky. Some of them can only be attained in Madcap mode. Speaking of which, the new arena battles only exist in Madcap mode, so that's something else to enjoy in Madcap. They are very advanced, so you won't win them until you get a lot of crystals.

According to all those facts, your best bet is to get a character as far as you possibly can, without finishing Madcap. Or if you are adventurous, finish Madcap, then get near the end of it again - that'll have you better suited for the bonus battles, which include the hardest and longest battle in the game. Or finish it 5 times, so you're so powerful you can just walk right through to the end. You'll still have a hard time with the final bonus battle!

You have at least a couple of weeks to accomplish this, so go for it! Once I get a chance to make up the CD artwork tomorrow (much too busy with family things the past week!), it'll just be waiting on the printing, shipping, and warehousing, but that is definitely a long process.
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  Sneak Peek: Loonyland: Titan Tunnels 06:06 PM -- Mon April 2, 2007  


I mentioned earlier how I was updating the skill displays, so here are a few examples!

I just included Ice Cube to show a skill that has a bunch of interesting values, since the other two each only had one value in them. But I included the other two for a reason!

First, Pick Lock is a new sort of skill, in a way. It takes the synergy idea from the Magic, and applies it to this specific skill (Pickpocket and Disarm both work this way as well). Basically, anybody can invest a few points and be able to pick locks, but only a dedicated thief - someone who had invested in a lot of Thieving Skills - will ever be really good at it (points spent in the Pick Lock skill are worth far more to your success than points elsewhere, of course). In fact, if you max out the entire Thieving Skill set, you'd have a 100% chance to pick any lock (or pocket or disarm any trap) in the game! I don't think that's too wrong, since it requires a 100 skill point investment. As you can see, Thieving Skills get a notice at the bottom like magic spells do, so there is no confusion as to what counts. I actually could get rid of all those notices now that everything is in full sets of 10 skills - there's a label at the top of the screen saying "Nature Spells" or whatever the group is, so you can't really be confused. Think I might do that. Anyway, sorry you have to do math to figure out your Pick Lock chances, but rest assured that the odds are low and rapidly get higher as you add points. I only have the ability to print out specific values in the skill description, rather than making calculations based on a bunch of stuff. Definitely in the next game, I'm going to make skills display values that reflect everything you have that affects them.

Acid Spray is also a new and interesting type of skill. It replaces the skill I mentioned a few peeks back called Toxicity. That was a passive boost to poison damage. I worried that that was a little too powerful, especially with the added boost of decreasing enemy strength (with the Arsenic talent, it already decreases their armor drastically!). So I came up with something I think is much more interesting. A skill that is activated simply by drinking a potion - and a potion that nobody really thought was of any particular use before. Now it will have a use! I'd like to make other "potion skills", but I'm not too sure of any more that are needed or interesting. It occurs to me now that I should change the description to "per second", though, since that is more universally understood and is in fact how long one 'tick' of poison is! There, just changed it. But you get to see the original! That is some behind-the-scenes action right there.

Another reason I dropped the weakening effect on Acid Spray/Toxicity is that I want to add 'cursing' as a game mechanic. I mentioned that before. The only really worthwhile curse I could come up with for the player to use on enemies, that isn't already covered by existing abilities, was Weakness. So I want to add a Weakness spell to Death Magic. If it's not obvious, Weakness would make the damage the monster inflicts much lower until the curse is gone. Or maybe I'd call it Doom Curse (or how about "!$&# Curse"?), and if the monster dies while afflicted by it, you get a free Bonehead! So many things that could be done... I just have to pick out the best choices and get this game done.

That reminds me of a huge mechanic I dreamed up this past week and spent a while writing out. I won't be including it. It's just too big, and will have to wait for another game. The idea was that you would have a pet Bok Bok that follows you around. You could equip Wingbands and Bok Hats on it. Besides boosting its stats, a Wingband would tell it what to do. Like a "Wingband of Healing" would make a Bok Bok that spits healing bolts at you as needed, and a "Wingband of Slaying" would make it rush at enemies and headbutt them. The Bok Hats would also have a skill on them, but a different type of skill. Like a "Bok Hat of Fury" would allow him to activate a Berserk effect on himself every so often. The Bok Bok would of course level up over time, improving its life and energy. The last element was that Wingbands can hold Feathers. Better Wingbands (found at higher levels) have more Feather slots. Feathers are just simple stat boosts, so the combination of the two pieces of gear and which Feathers you stick in them let you decide just what type of helper you want. Maybe you want a little tiny tank to take hits for you, or you want someone to heal you, or an ally to dish out damage while you take the hits. The cherry on top of the whole concept is that if the Bok Bok is slain, it's gone until you get a Tucson Feather, which is a semi-common random drop. If you have any in your inventory, one is used up and he reappears with half health and energy. So you don't want him to die, because it uses up a limited resource, but it's not such a big deal because the feathers are common. It all sounds fun, but it's such a huge concept it's practically a game of its own.

I am definitely looking to expand the options you have for upgrading your gear, though. Just not that drastically. There will be some new equipment slot for sure. One idea is to have Boots, and one of the two stats they carry is Speed. Then I can get rid of the Mobility talent, and just make the Speed stat on the boots have that effect.

Another thing along these lines is that there WILL be a shared stash between characters. Not the whole stash - if you have family members playing, you can keep some items to yourself. But a page of stash will exist to swap items between characters. This lets you 'twink' your new characters (pretty important in a game with dozens of classes that has special achievements for each class to earn). As a result of that feature, I'm adding an 'anti-feature' of sorts. Something you might not like, but which is important for maintaining some balance and adding a sense of progression and something to look forward to. Requirements on items. So if you give your newbie a magic Axe with 10/10 stats, he won't be able to use it for a long time. The other thing I like about adding requirements is that it makes finding equipment more of a challenge and more exciting. One problem in LL2 is that you can get 10/10 gear by the time you're level 10, or close enough (and with axes, you often don't want 10 damage, so you can find 5/10 or something like that even more easily). So now getting a 10/10 that actually suits you will be tricky. Requirements will be randomly either a straight level requirement, or a skill. So an item might require that you're level 20 before equipping it, or it might require that you have 7 Axe Mastery to use it. This also makes it easier for a fighter character to use heavier weapons, because Axes will either require a level or any random Swinging or Throwing skill (making 2/3 of powerful axes unusable to a magic-user). Similarly, Amulets will either require a level, or a random Magic skill (a little tricky, since there are 50 magic skills - maybe the Energy skill will be picked half the time). And so on... I can also add a talent that lowers item requirements ("Fashion Sense"). Of course, you'd be fairly high level by the time you maxed it! Anyway, it's interesting how adding a simple limitation like that can add a lot of complexity to the items.

And lastly with regards to adding equipment complexity, there will definitely be some sort of 'socketing' feature. I've already got a simpler one - sticking lenses into glasses. But I'd like there to be socketable regular equipment, so for example, you might find a non-magical axe with 2 sockets in it, and you stick in runes/gems/flowers/sandwiches (whatever the socketing thing is) to make it a flaming axe that gives you +1 to Axe Mastery. That way you can hand-craft items that have exactly what you want, but not quite as powerful as Golden items can be. You trade off the top bit of power in exchange for actually having a chance of finding just what you want. I haven't really come up with how I want to implement socketing, but definitely something. Some way of enhancing items.

Oh, and lastly lastly, I really need to add one more type of 'crafting'. I think I mentioned that before. Any ideas? Something like Clockwork, Alchemy, and Junksmithing, but obviously unique in some way. What else could you craft, and how could you craft it?
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  Pay up, pal! 05:13 PM -- Mon April 2, 2007  

Just a nice little note... I finally got Plimus to fix the lack of Paypal in our ordering options! So in case you were sitting there going "gee, I want a Hamumu game, but I have access to no money that isn't ensconced in Paypal", your problems are solved! You'll find Paypal in the list of payment choices on the first page of checkout. I'm very glad that's finally up and running.
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  I Can See Through Time.... 10:09 PM -- Sat March 31, 2007  

No, I kid. We made a curry dish this evening and it was great! It was not at all hot, however, so my Simpsons reference title is a terrible lie.

So I have not been notably present around here lately. What's up with that? Well, a couple of things. First, and less incriminating, it is Sol's Spring Break. So I'm kind of vacationing too. I'm still working, but whenever she stays around here all day, even though we might be on different ends of the house, or not even both in the house, I just don't feel like working. It feels like a vacation, so it becomes one. I always want to see what she's up to, or find something pointless to do with her like watch yet more Netflix. But even if not, it just feels like not the time to get things done. I guess part of it is a flow issue - if I think I don't have a bunch of uninterrupted hours, I can't get started doing stuff.

Ah, but there is a more significant and pressing concern. For you see, I recently obtained (thanks to a huge sale at Circuit City), the game Titan Quest (plus the expansion - $30 all together)! It's awesome. I am completely hooked. I mean, it may not actually be such an amazing game, but it's the perfect game for me. It's a total Diablo 2 clone. So it's like I get to play that again, only with all new skills and items, and I don't know where everything is yet. Mmmmmm. I haven't been this hooked on a game in years... since Diablo 2! I think I played something like 8 hours one day. And then the next day. In fact, I got it about halfway through my 10-day WoW guest pass, and it took precedence very quickly. Forget WoW! I just need more Diablo clones. I hear Silverfall, which just came out, is another one...

Anyway, so I haven't done much in a week. I did get the merge built. Bad news there - its the last one, at least for a while. The participation is once again horribly low (4 builders), and it's just too much work for so little result. I mean, it'd be fine, except I can spend those hours working on an actual game! I don't mind doing extra stuff, it's all part of building the community, but when there's so little interest in it, it's just not worth the time.

Aside from that, just done some LLTT design stuff, and a little bit of work on it. Many inspirations from Titan Quest. I tell you, playing games gives me ideas! LL2: CE is just about ready to go. Still haven't gotten around to recording that last commentary, but I promise tomorrow! Then it's just a matter of making the installer and creating the disc and waiting for it to get produced and stored in the warehouse, so I can start taking orders! Everything else is done.

So that's the big update finally after a long delay. I'm still slacking. Spring Break has another week to go! But I'm getting things done a bit, and will do better as it gets less new. Tomorrow's busy - the whole first of the month thing. A bunch of addons to prep and release, the newsletter. Fun for all!
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  Sneak Peek: Loonyland: Titan Tunnels 04:47 PM -- Fri March 23, 2007  


Hard to get new pics when I'm at the library. But it sure is a convenient time to write Sneak Peeks!

The thing I've been working on right now is pretty nice, though certainly not earth-shattering. I changed how skills are displayed, so now you don't have to do the math yourself - For example, the Toughness skill has as the last line of its description "Level 1: +3 Life." (or "Level 3: +9 Life." as the case may be). You can hold down the Magic button to see what a skill would be like with another point in it. For extra fun, the numbers that change are nicely highlighted, like how they show up green in Guild Wars. I kinda enjoy this, it's making the game feel more solid to me, and it means I am sharing more data than I was in LL2 - for example, when it used to say "range increases with level" (because I didn't have a good way of expressing the exact range), it now says "affects everyone within 4.5 feet". A "foot" is a tile, because I hope you'll agree when looking at the screen that that seems about right.

Another thing to discuss: quests. Nothing very solid here, but my current thinking is quite straightforward. Having about 5 people who give quests, and what happens is, when you finish their quest and come back, they give you another. It doesn't matter what your level is or anything, the way it works is that each one gives progressively tougher quests. Each one also has a specific style of quest they give. For example, Kinyova Sr. would give you "beat X monsters", "beat X monsters of type Y", and "beat boss X", since he's big on that. The number needed would increase with each quest, the type offered would be progressively harder types heading down the monster list, and the bosses chosen would be progressively tougher bosses from the list. None of this would be hardcoded, though - he randomly decides which type to give you, then randomly chooses a suitable value to fill in for it, based on how many of his quests you've done before.

You could of course ignore quests entirely, or make sure you finish off every one offered, or pick the people who give quests you like to do, or anything in between. I like the idea that the difficulty/reward depends on quests you've done rather than your level - if you want to get rewarded highly for questing, you need to put in the effort by doing all the lesser quests from that person. And if you do religiously complete quests, you'll always have a lot to do, and the game will be fairly easy, since that will force to clear things out pretty thoroughly before descending deeper.

Other potential quests and questgivers include: Curaga, who wants you to collect X herbs/X herbs of type Y/potion of type X quality Y; the Junksmith who wants you to do similar with junk items; a new guy named Clumsy Pete who gives you "I lost X on level Y of the dungeon, can you find it?" (X is a randomly generated quest item, has no purpose but to give it to him); the Guru who just says "I'll go hide on level X, find me!", then maybe gives out "max out talent X" once you have all talents. That's all that's coming to mind at the moment.

Then of course there's one or two other quests that are fixed - "Get to the end and win", with maybe some couple of lesser quests that put it together. Like maybe you need to find the pieces of the Titan Key or something to get from level 49 to 50. It's nice to have something like that instead of just the single "get 'im!" quest. But not a story with a long series of meaningful quests or anything. Just 2, 3 at the most, and definitely no attempt at making a story.

Oh, another thing I have considered: naming it Loonyland: Outcast, and replacing Loony with a Shroomulan. First, that makes it good as a side story - forget Loony, this one is on the side. It's called Outcast because Shroomulans believe in taking NO risks, since they live forever as long as they can get to a new mushroom in time, so your character, as a big fat hero, is an outcast from Shroomulan society. This is an idea I've had since creating Shroomulans, and planned to include as a playable race in LL3, as you can hear in the LL2 commentary if you listen to it.

Speaking of that, the LL2 commentary is now done except for one room - the very first one, where it introduces how the commentary works and such. We'll record that this weekend, then LL2:CE will be coming your way soon! Just need to get it printed and ready for shipping.
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  Sneak Peek: Loonyland: Titan Tunnels 05:21 PM -- Mon March 19, 2007  


Same shot again. Someone asked about talents recently, and yes, new Talents are planned. They of course depend on what all the new skills are, since Talents tend to boost up skills. I think 20 new Talents is good, for a nice round 50. A few that help out Grappling, a few related to Thieving things, and some more general ones (inspired by/related to the new magic skills for the most part). You can certainly suggest Talent ideas. One I have already thought about is Cartography - an auto-generated map of the level you're in. That can be quite handy, since they'll be randomly generated. I also think there should be a new 'crafting' one, like Junksmith, Alchemy, and Clockwork. I'm not sure what it should be yet, though. Perhaps you have ideas.

But that's not what we're discussing today! As I said last time, it's time to talk traps, doors, keys, searching, and something or the other about items.

Searching. Let me discuss this first, since traps and secret doors rely on it. One of the talents will be Searching. Every second, the game checks to see if you detect anything invisible near you (within a 3 tile radius or so). Raising the Talent will improve the odds of finding them. So, if you are willing to stand in one spot for hours, you can be guaranteed to find anything hidden in range. But as you raise Searching, it will become much more likely that you will just notice things as you walk along. So let's see what you have a chance to find...

Traps. These are placed totally at random around the level, and presumably there will be special rooms, like vaults, that have a bunch of traps around a big treasure. They are of course invisible unless detected by Searching. There will be a few different types, and they get progressively more dangerous the deeper you go in the dungeon. They do the obvious things: burn you, smash you, stab you, freeze you, and poison you. Perhaps for a twist (and to add something worth dispelling, that monsters could also inflict), there could be traps that curse you in ways - cut your damage in half for 2 minutes, lower all your skills for 2 minutes, stuff like that. If you do detect a trap, you can walk around it or jump over it (maybe some traps trigger even if you are airborne, like a dart trap in the wall). You can of course try to Disarm traps with the appropriate skill, a nice way to get some XP and money (gambling your life on it, of course). Definitely, a couple of the new spells should be able to destroy traps. I would think Stone Spike would be a likely candidate, but it'd be too easy to just toss those down every hallway before you. Having the Burninate explosion destroy them would be much more appropriate - you don't toss out Burninates willy-nilly! Maybe Brambles could 'suppress' traps. If you step on a trap, but your Bramble is also on it, it blocks it from triggering. Just a concept.

Keys & Doors. We'll be reusing the same exact keys as LL2, but they'll work very differently. Now, enemies drop them randomly - they are progressively rarer in the same order of their 'greatness' in LL2 (Snowman most common, Bear rarest). You collect them, and they get used up when used. So doors tend to lock off little vault areas like mentioned above, or sometimes are just at random. You'd never need to go through a door to get to the next level, but it may be blocking a chunk of the level, for no reason. But then again, maybe there's a big treasure behind it... you won't know until you open it! Thieves can of course pick locks as you already heard.

Secret Doors. Sometimes there are secret doors. They look just like walls until you detect them by Searching, when you suddenly realize that they in fact look just like a normal door. You still need a key to open them.

Treasure Chests. Randomly placed, and need keys just like the doors do. Of course, the rarer chests give you better stuff, just like they do in LL2. Of course, the aforementioned vaults would have chests in them too.

Hidden Treasure. Just to make searching more exciting, you will occasionally discover (via Searching) a hidden crack, like the mining cracks. Jump on it to find a little bit of random treasure.

That's about it. A lot of interesting stuff to turn dungeon delving into a virtual trip to the casino. And by the way, in a random game like this, it is actually reasonable to let the player destroy walls to an extent. So that should be possible in certain rare situations (Perhaps again, Burninate is the answer here?). Don't have a bear key? How about blowing the wall down around the door instead? That's something I'd want to limit quite a bit, so you don't just flatten the entire level every time (as happens sometimes in Angband, actually). Perhaps something that requires a valuable and limited item. Still pondering the details, as usual.
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  Unproductivity 04:48 PM -- Mon March 19, 2007  

Bad news, everyone! With my newfound library access (which I am enjoying at this very moment), I used the free and extensive bandwidth to download World Of Warcraft and sign up for a 10-day guest pass! So as of last friday, productivity is precisely zero. I am, however, level 13. And really cranking up my Tailoring skill.

Why this has been so good at destroying productivity is another bit of terrible news for you, great for me: It turns out that of all games in the world, WoW is the one (not counting turn-based ones) that works pretty nicely over satellite. Seriously! I can play it despite it indicating a ping of 1500 usually, and for quite a while, it was 2500 (that means the round-trip for data to/from the server was 2.5 seconds, as opposed to the 10th of a second it is here at the library). Not that it's perfect, or even decent - there is a solid 2 second delay between me clicking on any button and getting a response (not movement though, they handle that very very nicely), so my "instant" spells are 2 second casts, and longer spells are just really really long. What this means is that while I can play, I am not very good.

I had to carefully select my class accordingly. I have a Paladin started up (handy because attacking happens at a set pace, once you start it off with the 2 second delay, and Paladins have the strongest armor in the game, making killing them a slow process I can react to, and they can heal themselves and even become invincible if need be - of course, I'll have to plan that invincibility 2 seconds in advance), but have instead been working hard on my mighty Warlock. Warlock is pretty good for lag, because instead of spamming spells, a Warlock casts a few spells which then tick damage constantly over time automatically - one of them is virtually identical to the Drain spell in LL2. And more importantly, you get a pet demon to help you out, and he is not subject to lag at all. I've done reasonably well for myself. And best of all, fishing works fine despite the lag! Hooray!

The worst thing about all this is that it means I can definitely buy and play WoW. The $15 monthly fee is the only obstacle, and I am quite cheap enough to make that a serious obstacle. For now, I will enjoy my 10 days, get back to work, and wake up in cold sweats each night, shivering for my fix, thereafter. But eventually, it will be time to turn this guest pass into a life-destruction pass, and that will be that. Maybe a reward for finishing Titan Tunnels?

Hey, speaking of wasting time and Titans, I just bought Titan Quest today, thanks to a really nice deal at Circuit City - buy the expansion (on sale for $25) and you get the game for only $5. Can't pass that up on a Diablo clone. So once the WoW guest pass is over, I'll luckily still be hooked on something! Well, lucky for me, too bad for you. Okay, not that lucky for me. I like to finish games and make money. But I do also enjoy playing them.... hmm, a dilemma.

For now, I'll get to work telling you stuff about TT on the Sneak Peek. Catch you there in a few minutes when I'm done. Then I better get back to WoW - I'm at the library, I should take advantage of all this speed!
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  Sneak Peek: Loonyland: Titan Tunnels 02:21 PM -- Thu March 15, 2007  


Same pic. Okay, the basic layout of skills is down now. There will be twice as many as LL2 - 100. As usual, this will be broken into sets of 10. Here are the sets the game will have:
  • Passive - From LL2.
  • Attack - From LL2.
  • Throwing - From LL2.
  • Grappling - The wondrous third axe mode.
  • Thieving - See previous sneak peek, various stealth and utility skills.
  • Nature Magic - The 4 from LL2, and 6 new ones.
  • Fire Magic - Like Nature Magic.
  • Wind Magic - Again.
  • Ice Magic - Yep.
  • Death Magic - And the last!

And here are a couple sets I created and very thoroughly fleshed out with complete skill ideas, but won't be including (and yes, they do sound really fun, but 100 skills is enough/too many already!):
  • Zoid Riding - I wasn't entirely sure it would be a zoid, but something you ride on. It would let you move very quickly and inflict extra damage, but if hit once (or more times by upgrading the riding skill), you'd fall off and be yourself again, while your mount ran around crazily for a while. You couldn't ride it again until it calmed.
  • Pet Swampdog - A pet that would be quite tough and follow you around, with its own stamina bar for the moves it does. It would level up with you, and there would even be Collar items which you could equip on it to boost its power, like your own items.
  • Weregorka - Transforming into a Gorka, where you could smash things up until you ran out of stamina and returned to normal. The Gorka can't jump (it does a stomp attack instead) or cast spells (it roars instead), but has a variety of 'special moves', thanks to combinations of the three buttons. Or that is, each of the three buttons is one move, and if you roar (by pressing magic button), and then push one of the buttons during the roar, you can do a couple other moves. It generates Rage, a new meter, when it hits enemies. The more Rage it has, the more damage it does. The fancier moves (the ones that you do during a Roar) drain all your Rage and do enhanced damage/effect according to how much you had.

Those are the kind of fun ideas I like to think up, but in the end, they're too much complexity, especially to shoehorn into an existing game. Not that I couldn't have done them, they're all quite possible, but I really think going beyond 100 skills is just plain too many for the player to even be thinking about, broken into groups or not. And of course, each one is a lot of extra work, potential for bugs, and just not necessary to the core gameplay.

I've invented a lot of the new spells to fill up the 30 new spell slots, but there are more to go (feel free to propose!). Of the 6 new slots in each school, a few have specific concepts, though I haven't filled all those concepts. First, two of them are passive (to keep the spell list from being too big when you scroll through), but in different ways.

One is a regular passive boost - for example, Conflagration is the passive Fire "spell". It adds a little chance for flames to spread. That will be a fun one, I think. These skills are basically just Talents that cost Skill Points (but since they do, they're more powerful than Talents).

The other passive skill is what I am referring to in my notes as a "boost-other". That is, it's an upgrade to some other skill, not necessarily one from the same school of magic. So when you use that other skill, this skill takes effect with it, possibly making it more expensive at the same time. An example is the Wind skill Whirlygig. It upgrades your Whirl skill, adding a small Magic cost to it, and making it create a tornado like Capitan's Whirl move does. The tornado sucks in enemies, making Whirl much more powerful. As an added bonus, it boosts your armor while Whirling too.

Also, one of the 6 slots is a Grab spell. I mentioned those in the Grappling talk - they are not in the spell list normally, and only show up when you are holding an enemy (and no other spells are listed at that time, only the Grab spells). A fun example I came up with yesterday is Healing Touch (Nature). It actually heals the badguy you are holding! Why would you do that? Well, if you look back a few sneak peeks, you'll see that the damage an enemy does when thrown is dependent on his current health. So you are making him a better weapon. The same goes for Badguy Bonk, and by using this spell, you can keep a guy alive to keep using him as a club. As an added bonus, this spell restores your stamina too, so you can really keep clubbing guys. That also makes it great for Conversion... maybe too good, now that I think about it!

Another slot, though this is less solid than the others and may not be in every school, is for a "buff". That's an MMO geek term for a spell that provides a temporary boost to the player. Fire already has this slot filled, with Heat Shield. Wind has Berserk already, but will have a handy Invisibility spell also (letting you Stealth without using any stamina, and even when enemies can see you).

I have one idea for a Fire spell to go into another category, but I'm not sure if it should be a whole category, or even if this spell is worth having. The category would be "spells that use up all your Magic, and vary their power according to how much you had". I'm debating whether to do that, but I have a fondness for the idea, the ability to completely exhaust yourself with one ultimate attack.

So there are 3-4 slots just waiting for random magical mayhem (though I've gotten many ideas for many of them). One thing I'm trying to give every school is a Summon. Several of them already have them - Cryozoid, Bonehead, Toasties. I love summoning things, so I'm happy to add one for each. I'm really trying to look through the entire skill list and see what can interact with what. What kind of skills might allow for new and interesting builds. I want to make sure that the new stuff, Grappling and Thieving, aren't left out in the cold as one-trick ponies. I want to integrate them with the other skills and the new spells so that you can really explore a lot of interesting character ideas. Another thing I'm doing as a result of that is making sure that there are a bunch of sources of different things - poison, freezing, stun, flames, lightning - so that you can benefit from the talents and skills that boost those things without resorting to one specific skill.

That's about all the sneak peeking to be done on Skills. I'll be back next time with notes on traps, searching, doors, and keys. Don't forget to share your ideas.
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  Sneak Peek: Loonyland: Titan Tunnels 03:32 PM -- Tue March 13, 2007  


A new shot! I took a hiatus from Grappling Skills, because I'm trying to get all the major new systems in rather than get every single skill in. So here's a major new system - Stealth! As you can see at the bottom of the screen, this comes from a new skill set called Thieving Skills. Here's the list of proposed skills for it:
  • Stealth - The key to most thieving. It's triggered like a spell, as you see in the shot, but it costs Stamina, not Magic. You can only become stealthy when you are out of sight of enemies, as I am in this shot. It costs a certain amount (level it up to decrease the cost), then drains Stamina over time as you stay invisible. As you can vaguely detect in the picture, being invisible makes you transparent, and throws up a cloud of smoke, because everybody knows that's the best way to hide. Attacking, casting a spell, or getting hurt will all end your stealth.

  • Blinding Trap - Also in the spell menu (the Thieving Skills make a set that you flip through just like a spell school). Much like the Axe Trap skill, this drops down a trap. If an enemy gets close to it, it explodes in a flash of light. This does some semi-decent damage to all enemies in line of sight, and stuns them for a very short time. Since they were theoretically blinded by it (hence the name), it also instantly switches you into Stealth mode for free, if you are not in the sight of other monsters (ones that weren't stunned). Stealth mode still drains your Stamina over time, of course. Blinding Trap costs magic.

  • Poison Trap - Same deal as Blinding Trap in terms of how it is used and how it triggers. But as you might guess, instead of blinding enemies, it poisons them! I have written that it fires out a ring of poison bolts, like a Plague Rat, but I don't know if that's right. Whatever it does, it poisons nearby enemies. It only does 1 point of damage, but it poisons for a very long time.

  • Decoy - Sets down a fake Loony which monsters may attack. For some unknown reason, as you level it up, it becomes more likely that enemies will decide to attack it rather than anything else, even if you or another goodguy are closer to them. It also has more life at higher levels. Costs Magic to create, of course.

  • Escape - The last skill that goes into the Thieving set on your spell menu. This is a general utility skill. LL:TT, like other Rogue-Like games (Angband, Nethack, Diablo, etc), has a town you start in that's above the dungeon. You get scrolls or something that let you teleport back to town, then return to whatever depth you had reached. This skill works like one of those scrolls. It costs more Magic the deeper you are, but leveling it up reduces that. You'll need to level it up to even be able to use it at very deep levels, because otherwise the cost would be more than your max magic could ever reach. But that's the price you pay for laziness!

  • Disarm - I haven't mentioned there will be traps in the dungeon, but now you know! I'll go into detail on them, and the whole "searching" concept, another day. You might want this skill - it gives you a chance to disarm traps (and earn XP and money from them, for some reason) when you step on them, instead of detonating them.

  • Pick Lock - Something else I need to cover on that other day is how the key system will be quite different in this game. But suffice it to say that having this skill can save you keys, since it gives you a chance to unlock doors and chests without having the appropriate key. If you fail, you get hurt, but you can always keep trying, at least until it ends up killing you.

  • Pickpocket - I said Stealth was the key to many thieving skills, and apparently I was wrong, because it wasn't until now that you actually find one that relies on it! If you are stealthed, and you bump into a character, friendly or evil, you attempt to pick their pocket! If you succeed, money and items pop out to collect. If you fail, you unstealth and lose all Stamina. You of course can't pickpocket the same guy twice. I suppose to make this fair to be used on friendly guys, I'll have to have mighty guards who pop out of nowhere if you fail on a pickpocket of a friend. Maybe even a special flag gets set so that a guy you failed pickpocketing says rude things to you if you try to talk to him again (until you leave that map and return of course - can't punish you that severely!).

  • Assassinate - And here's what you were waiting for with regard to Stealth! As you who are gamers surely suspected, attacking an enemy when you are stealthed is a good thing to do. If you have points in this skill, doing so costs all your Stamina, and does boosted damage according to the level of the skill and how much Stamina you spent. Specifically, the formula I came up with off the top of my head is that it adds 100% damage, plus 1% per level of the skill per Stamina spent. So at level 10, if you had 50 Stamina when you attacked, you'd do +600% (100% + 10% x 50) damage, or 7x normal. It also stuns the victim for 1/30 of a second per point of Stamina (so around 1.5 seconds in the above example). That's not all that long, but stuns in this game are always quite short, and coupled with 7x damage, you can't complain.

  • Toxicity - A very powerful passive boost. I noticed how poison and fire damage are so weak at higher levels. So Toxicity increases the damage poison does by 1 point per 2 levels, and as an added bonus, causes weakness in poisoned enemies. Specifically, their damage output is reduced by 1 point per level of this skill.
Those are the Thieving Skills! With all these new skills, I'm trying to not just create a new separate set, but to give you something you can use in concert with existing skills. Assassinate will be better the better your attacking is (I plan for it to work, by the way, with Throwing too - it just boosts the damage of whichever attack made your Stealth end). Toxicity obviously helps out many different skills. Stealth is just all around useful - being seen means getting hurt! Maybe too useful with stuff like Boneheads, but if your Boneheads are engaged in a battle, odds are you will get caught in the crossfire at some point. And you can't stay invisible forever. Decoy similarly helps you keep from getting hurt. There's a lot of just plain utility stuff in Thieving too, which I think is good. It broadens the gameplay to have you considering things like picking locks, and pickpocketing (which pretty much is just for fun... maybe it needs some kind of combat effect, like you are "stealing their weapon", so they do less damage after being pickpocketed, or maybe lower their armor instead).

What do you think about all that?
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