#mod-dev-talk Thursday 29 October 2020
183 messages4 people
- C
- A
- C@Azzyypaaras Gravite Ingots dont exist in normal Legacy. Gravitite Ore, in Legacy, was enchanted to enchanted gravitite which was used then to make tools(edited)02:51Used the altar to do so
- A
- C
- A
- C
- AI myself am gem gang, which as I am the defacto lead artist means gravitite here is a gem
02:56But that is certainly interesting, never knew it was a metal in aether 2 - C
- A02:57Legacy's textures were based
- C
- A
- C
- A
- C
- AAnd mind you, this is aimed at the idea for an official addon expanding on this as the base port is inteded to be faithful03:05Arkenium? More like copyright
- C
- AEh, that goes fairly well with progression as Aether stuff seems to generally be supposed to be slightly better than it's overworld counterpart03:07The idea for me was not to have an ore, as yet another ore seems like kind of a bleak conclusion for such an influencial exploration mod03:07I want something that requires adventuring to get, and so I had the idea03:08Helibloom (or Dawnstone, I am up in the air with the name)
- C
- A
- C
- A
- C
- A
- CIndeed, for a sun god, he sure didnt fight like one, just a smack and a bop and you got him03:11And yeah the ice balls were quite clunky in both hitboxes and partially movement
- A
- C
- AFor how simple the fight is, it actually does a very good job of keeping you on your toes, and it is pretty challenging with just how quickly he can wittle you down03:12Meanwhile the valkyre is just a shittier, buffer enderman and the sun god is plain clunky03:13I am going to need to tell kal to upread quite a bit when he comes back :3
- C
- A
- C
- A
- CI mean as long as it can canonically fit into Legacys timeline it could be extended into the port03:16It just has to logically make sense and feel like it belongs
- A03:17I mean the second thing is just a part of good design03:17Regardless, we got somewhat sidetracked03:17Back to Helibloom / Dawnstone03:17So, Helibloom would be a resin that would be crafted using a block/ritual obtained from the sun dungeon (and requiring the player to have killed the sun spirit)03:18It would be made from a mixture of golden amber, gravitite, ambrosium, and a touch of the very material that got you there in the first place, glowstone03:19However, the ritual would also require power, and that is where it gets interesting03:19It would be powered using aetheric essence / something of the sort, names are wip
- C
- A
- C
- ARare, exotic, and highly dangerous sections/dungeons formed from the same primordial magic that the gods and valkyrie where born from (or insert lore that fits better with aether lore since I am not very well read up on it)03:22The ocean part is only partially literal, it is mostly just fancy naming :3
- C
- A
- C
- AWell, the dungeon would consist of concentric shells, one inside each other, that the player needs to break through to venture deeper, the outtermost one could only be pierced by someone who has "proved himself worthy by slaying a higher being" (aka killing a sun spirit since it is the only boss that is a god)
- C
- A03:28Going forth, the outtermost layers would be fairly open, with the outtermost one even having access to open sky (ignoring the barrier requiring the sun spirit kill, that is), and as the player goes deeper, they become more mazelike (still having plenty of transparent blocks and openings to allow the player to move around swiftly, this will be important for soon to be obvious reasons)
- C
- A03:30Especially because of the open terrain part, it would also allow for a lot more vertical expansion03:31Each layer would have varying enemies, you would have random enemy spawns, and when I say random I mean any enemy entity that can spawn in the aether (technically, these are sort of mirage guardians that are stronger copies of the normal mob), there would also be various unique enemies like mini sliders (exactly what you are thinking about), suntruck elementals (mini sun spirits), celestial gestals (slimes 4.0), and may even a few feathered dragons as mini bosses as you progress
- CWhat would the player need to look for or get to go to the instanced dungeon dimension. In GOTV, a small structure with a pillar like block (Forgot the name) would tp you to it Also preferably, I wonder if enemy health scaling could be possible here, since id feel a tougher dungeon should have the tech lore wise to dynanically adjust to the player entering them (or groups average armor level if we let instance dimensions hold more then one player)
- A
- C
- A
- C
- AThe idea I have is for it to be a floating structure, some sort of connected floating islands that look both very ancient and incredibly technologically advanced03:37Neon lights and worn brick, combined with thick vines and end-portal looking blocks(edited)
- C
- A
- C
- AIf they have killed the sun spirit, they would be considered worthy and a gateway would open and they could go in, otherwise they get killed by "cowardice"03:41There is one last detail about the dungeon I want to mention, and one of the main reasons why an open design is something I deem important03:41So, there is an issue with all of this, players can just cheat it03:41They can place blocks to stop enemies, get out of their reach, do any number of things to cheat the dungeon, and we really cannot stop all that many of them03:41Even if we did, they would find other ways to make the path slow and safe03:42Trying to grind enemies at chokepoints, sneaking by, etc03:42This is an issue in game design as a whole, if you allow it, players will optimize all the fun out of a game
- C
- AOh, that will not be necessary, I have a better fix that is more befitting of the dungeon and the aether as a whole03:43So, to progress and go deeper into the dungeon you would need to go through barries/doors/etc, as previously discussed03:43But to open these you would not use a key, rather, you would need to break various seals scattered around the layer03:44The first layer has only one or two seals, and as you go deeper the layers start to have more and more seals03:44However, breaking these seals is not without consequence
- C
- A03:45These would be invinsible, flying mobs that would slowly move in strokes, chasing the player03:46The further away the player is the faster they move, they would be able to clip through blocks and they can be somewhat seen through them if they are nearby03:46Getting hit by one would either be an instakill, or damn close to it03:46Any mirages spawned in a layer despawn when you move onto the next
- C
- Ammm, the problem is that then it may be possible to tank them if you are playing with other mods. Mind you, in theory we have no obligation to design around other mods and yada yada03:47But I would really like such a place to be really hard to cheese03:48mmm, maybe making them do less damage but making it void damage and causing it to nullify regeneration for a short while
- C
- A03:49It would be impossible for the player to set things up ahead of time as, especially in the deeper layers, there would be too many seals spread appart to set up easy routes within a sensible amount of time03:50This would force players into needing to be constantly on the move, paying attention to the mirages chasing them, while also dealing with the other mobs and traps of the cosmic ocean03:50It would effectively prevent the player from taking things slowly and doing everything in the safest way, instead forcing them to hurry and making them make swift, erratic choices03:51It would effectively prevent the dungeon from becoming a safe, calculated slog and push it towards require clever thought and fast thinking, keeping stakes high and adrenaline pumping03:52As a side note, and as a counterbalance to the difficulty of the dungeon, dying in the dungeon should either not cause any items to be lost and cause the player to wake up or something of the like by the gateway they entered through, or kill them normally and spawn their items outside the gateway, as otherwise it would be pretty much impossible to get them back due to how dangerous the place would be03:54So what do you think of the place as a whole
- C
- A04:05At the end/heart of the dungeon (maybe after a boss? Not sure if this should have one or if it should be random or if it should just be guantlet hell all the way through) you would get your reward04:06Apart from various goodies, you would reap etheric essence04:06Etheric essence's single, and very important use, would be in the ritual either as a power source or as a striaght material, to make Helibloom04:07Helibloom, as perviously stated, would be used to make a final set of tools + armors + a few other things such as a special bow, maybe some unique blocks with fancy effects, and some of the most expensive decorative blocks in all of modding
- A@Deleted User hey, amma go to shleep, please read up on what CDAGaming and I talked about, most of it pertains to the idea of an official addon, but various bits may be relevant to the port proper
- ๐1
- D
- Pas for the idea of ocean/ having a 3d maze thw simpliest solution would be to have a liquid that is not spreding nor is it affected by graviry bu tit also doesnt suffocate player, that way one can freely move in all 3 directions and dungeon can actually be made out of concentric shells + elytra goes out of the way08:46or to make things harder one could require full gravitite armor in order to be able to actually swim there
- C
- D15:14You really thought that I wrote it myself?
- C
- D
- C
- D16:21Voilร
- D16:49@Azzyypaaras
- A16:50You are a fast one
- D
- A
- D
- D17:01What do you think?
- A17:03Needs more data gen tho

- D
- D
- D








