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rileylungmus

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A member registered Feb 20, 2020

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Gosh that'd be neat. It occurred to me that having magic gauntlets could be another interesting analogue of the spellbook. Even when making certain gestures with it while holding the control could be used to activate it. Having random patterns (or hints involved, like your nordic runes on the walls) to indicate how gauntlets or spell books or hand gestures are used to cast spells would increase the player intrigue in navigating the train.

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A great game with a lot of interesting ideas for loot and magic is Legend of Dungeon, though you don't have mana and only get magic tomes that you can use. The tomes do all kinds of things, but you never know what they're going to do until you test them. It may be magic missile, lights, or summon an ally, or summon a dangerous enemy, or summon random things like cats, crates, and stone blocks.


Basically, magic in my opinion should be quirky and strange. It should impact the game in ways like that fundamentally change the environment. Like making tiny storm clouds that are hard to see through. Or filling a room with water. Or inverting gravity. 

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You're absolutely right, and I didn't think of it from that perspective.


I love that episode in particular, but I relate primarily to Finn and his ways of solving problems. I didn't really think of it from Jake's point of view.


I think I have a few ideas that I can throw at that wall.

one of them being sneaking around, trying to avoid the monsters without harming them. Another one could be kind of like Slime Rancher, where you just have to understand and identify the dangers of the individual enemies and that way you can avoid them without harming them.

Risk of Rain itself is a great example of a procedural looter with a list of some 200+ items that greatly impact your character.

An electric ukulele adds electricity to your attacks, wings give you a double jump, shoulder mounted mortars and rocket launchers that proc randomly on attacks.


The original is a 2d sidescroller, and the sequel 3d. Some of the most impactful items are ones that give you movement bonuses because of the environment they're both set in.


In a VR environment, I don't think movement is the most important aspect to make powers and items feel particularly impactful.

That's why I think items like the battle moon idea, or neat physical weapons like a flail or a bow-and-arrow or something for the player to interact with using their 'hands' is a way to make more compelling VR environment items.


this is just a list of the top five best items, which doesn't necessarily mean most interesting.



Separately, there is a list of all the items in the game in this article, which I think might offer some great inspiration.


https://www.rockpapershotgun.com/2019/05/20/risk-of-rain-2-items-equipment-guide...


(I'd ignore the numbers and percentages because they're arbitrary and unique to the balance of the game. But the ideas are pretty solid.)

2 - Is there a way you could think we could capture the magic of this concept promoting compassion and nurture rather than violence?


I'd love to point out that the episode that this concept is based upon is about playing into Finn's 'violence as a solution' motif directly conflicting with a never-ending battle, which was going to damn him and Jake to an eternity of fighting until the end of their lives.


Separately, what was cool about that episode was the loot. Remember Finn's little battle moon and all his neat armor?


I think this idea would really benefit with having a huge amount of magic items and crazy loot. If you look at something like Risk of Rain and it's insane amount of items that directly impact the gameplay you've got a wealth of inspiration for content.