look at the pictures. mouse hover them for description.
look.
But do not like the idea of turning OC into RPG
What are they supposed to be used for?
P.S. By the way, what 3d-program are you using?
im using Cinema 4D 10.5
P.S. I do not remember having subsurf in Cinema4D (but it surely should be) - it would make them look much better
>which have their own magic stores that recharge without needing to drink blueberry juice.
So you actually don't want to get rid of magic energy but just put it into the items and make it recharging? :)
I actually like a central place of mana storage (could be recharging, too!), so that the player is not "rewarded" for using different spells (just because the other one has some mana left) but can decide on which spell he wants to spent his, well, mana
>Magic should be about tactical timing and skill of it's use, not about waiting five minutes to use another spell. :/
That would be achieved with both: "recharging" spells and recharging mana of the sorcerer (the speed of the recharging is another question - it actually can be quite fast so that you can, for example, cast three spells every five seconds. But _you_ can decide what you want to cast: either three times the same spell or three different ones)
*goes to the kitchen to experiment a bit with magic*
Even so, both of the situations (potion drinking and food eating) to get health is very common and I guess they are acceptable for a game. They are not at all neither unique or interesting. Both are EXTREMELY common and bland. I believe there is other more interesting stuff to be done with a game on the gain-health-part. There got to be some interesting ideas that has not been used like 1000 times. It could be elaborated on in many ways and differ between game modes (depending on what complexity the game is supposed to have in the end).
For example, one could have a game mode or scenario where health is much more valuable. No more insta heal in the houses or potions that fills your health bar. Then battles have to be fought more carefully with real considerations on the losses, because those are really going to be losses. Every lost HP (or every damaged HP on the enemy) is critical. This way of playing works with slow regen too. For an example of this in game, try the pack E.P.I.C for clonk rage. There the only way to heal is by resting in an apothecary and wait.
Another way to make it unique and interesting is to have no HP at all. Only a system where the clonk starts in the condition of having full health. Then different damages can affect him in different ways. Among others, killing him (example: Dwarf fortress. There are no HP at all in that game). This also allows the gameplay to take new routes that hasn't been explored as much. The whole HP way of doing it has been pretty explored by all kinds of games in all kinds of genres(half-life, zelda, diablo II, etc...), so it is pretty hard to make something new there.
It seems to me that often when games are made, developers tend to get stuck in already used concepts that are somehow automatically forced into a game by default, not even considering to do it in some way different. Sure, it gives games that works, but for me at least, it is not enough. I would rather encourage attempts to create really innovative games with fresch unused ideas than creating some semi-clone of other games that are so similar to everyting else that they are forgotten as soon as next semi-clone with slightly better graphics is released.
> New concepts
The clonk could get smaller and smaller the mroe damage he takes. That would be something new
Of course you cannot add new concepts on the fly completely random just becuase they are new concepts. That is why there has to be planning, discussion and such taking place before actually making the concepts in game. I do not say that everything new is good, I just say that it is unnessesary to get stuck in really old concepts without exploring new ideas (not nessesarily with implementation, but at least with discussion.).
>And btw, does it matter, why you get HP?
I guess it depends on the person who is playing, so it entirely has to do with subjectivity on this point.
>Why do you accept magic, but not healing food?
I accept magic becuase it gives an explanation. Magic can heal by using magical energy that exists in that world. That is simply how magic works. Food does not work this way.
>If you accept magic in fluids, why don't you accept that it could be in bakery?
I never said I didn't. If you somehow pointed out in the game that the bread and bakery is magical, then it would make all sense, but IMO it isn't really common to take for granted in games that food is magical.
>(PS: I'm not really going to reply to the answers to these questions. Or this will get huge.)
I don't really understand why this discussion appeared in the first place. I was just expressing my very personal opinion on what I think about healing foods in games. If you don't agree, it is completely fine on my side.
>>(PS: I'm not really going to reply to the answers to these questions. Or this will get huge.)
>I don't really understand why this discussion appeared in the first place. I was just expressing my very personal opinion on what I think about healing foods in games. If you don't agree, it is completely fine on my side.
This was more a warning for me than critism to you.
>However, healing by eating bread makes no sense at all on any level
Objection! :o
I like the idea of slowly healing food. Just to have the situation once in a while that your enemy nearly kills you, you pull out your bred, start to eat and try to evade his attacks. omnomnom <3
Perhaps we / you could even improve his potion bottles - like e.g. adding some sparkling-effects or whatever.
>Actually I don't think it would be a problem to use the old bottles for whatever we do with them in OpenClonk. Matthi made them and I am sure he still has the model files. Of course they are high-poly, so we'd only use them as renderings. But they are very fine renderings which look very good.
Is matthes okay with that?
>Do you?
Yes - it sounds okay if the models were never committed there
> Also, I don't remember the contract to be this restrictive that it actually stripped the Urheberrecht away from the Urheber but only admitted unlimited right of use to Redwolf Design
You cannot do that anyway - to get rid of your Urheberrecht, you have to die and wait 70 years, nothing else works in Germany - but the license was exclusive. The part about the models themselves not being exclusively licensed is probably true, however.
But let's also not forget that matthes is a nice guy and simply asking would probably be enough regardless.
>for whatever we do with them in OpenClonk
"Ich will eine Falsche!"? I advise against creating objects without even an idea of how they could be used ingame. You should first discuss out if there's even going to be any kind of potion at all.
>But they are very fine renderings which look very good.
Actually, I don't like most of them by now. The glass just looks wrong on some of them. Also, the bottles were designed for their potions only - the monster potion is thick and round, the wipf potion is high and slim, etc. I don't see why we would reuse those bottles instead of making fitting new ones which could also be low-poly enough to use as ingame model. I do still have those files, however.
First of all: The feeling of "magic items" in the game.
As I feel it, the overall style of clonk is a setting of crooked science, as opposed to a fantasy style. So it doesn't feel right if there is something "perfect" like a drink in a perfectly shaped glass bottle that auto-magically restores your health points - why wouldn't our clonks also use magic to create perfect advanced machines, tools and weapons..?
I think it'd fit better into the setting if the ways of health generation were more plump - like eating bread and drinking from Flasks.
Secondly, the implementation:
Yes, we've all seen bread before, but this time, it should be different:
We should under no circumstances adapt the old fantasy potions healing effect or - even worse - that of the old knights bread. Those two items didn't really heal you - they gave you an extra life in every situation imaginable! I don't think I have to explain further why we don't want effects like those in everyday items in the standard game.
Let's instead have a look at the hazards medikit: There, the amount of healing depends on how long you are able to use it unhindered, and while using it, you are also rendered defenseless.
This healing effect forces you to time the use of healing items wisely. If I want to restore much health during a fight, I need to get myself into a position where I won't be bothered by enemies for a few seconds. It could be adapted for eating/drinking fittingly: Using the item would make you sit down, and you only gain health as long as you don't cancel.
>Using the item would make you sit down, and you only gain health as long as you don't cancel.
.oO(The clonk pulls out a picnic-blancet, sits down and slowly eats his bread with fork and knife)
Another idea could be, that the healing is about as fast as the healing of the health potion, but stops as soon as you recieve any damage. So you cant heal yourself in a combat, but can move yourself while healing.
> It is just annoying when you need healing but as soon as you want to heal you, someone comes and disturbs you.
Wow, that's quite surprising - I always thought it was etiquette in war to wait until the enemy has fully recovered!
>I dont like the Hazard healing system either. It is just annoying when you need healing but as soon as you want to heal you, someone comes and disturbs you.
Did you ever note that that is intention? You shouldn't be able to run and collect healpacks while doing so.
With those fantasy potions or the knight bread, you can't stop your enemy from healing himself, even when he is weaponless, weaker, and right in front of you. The healing effect from the fantasy potion didn't even stop when you were hit, so you could literally stand around and wait for the healing effect to finish until you had to worry about your enemy again - that's what I meant with "extra life".
Maybe we can agree on a middle ground looking somewhat like this: Upon use of, for example, a bread, it vanished from your inventory, and your clonk starts healing step by step (for each bite, of course ;)), graphically carrying the bread in his hands. As soon as you use another item or get hit, the bread disappears and the healing stops.
This would allow you to walk and jump as much as you want, but you can't really fight back or ignore enemy attacks.
How does that sound?
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