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Re: Obscure Myth Thins

Posted By: Duckyjo (142.167.33.248)
Date: 7/14/2001 at 6:16 p.m.

In Response To: Obscure Myth Thins (Periodic.)

: Hello. I'm currently working on a simple roguelike RPG
: based on the myth world. The biggest problem I'm
: having however, is the creation of a plot that fits
: into the myth universe, and creating a diverse variety
: of monsters and items.

: The basic plot behind a roguelike game is usually
: something like 'descend into the dungeon the deepest
: level, kill the badguy/get the amulet of yendor/rescue
: the princess/etc and return to the surface'. I've
: considered using the recovery of The Head as the main
: mission, but that requires me to insert a huge dungeon
: into there somewhere. Anyone have any other good
: ideas? Or ways I could refine the Head plot idea?

Getting the head would be the best if you wanted to decend into a dungeon in the classic rogue style (I have played it before, so I do know what you're talking about). The only other thing I could think of would be to decend into the dungeon/rhi'Anon to find and kill the Leveller. This wouldn't really fit the myth story as well as some other things, but going into a seemingly endless dungeon that changes every time you go up and down the same stairs doesn't much fit any reality :)

: Also, I'd like to maintain some level of diversity in the
: dungeons. Killing wave after wave of thrall might get
: a bit boring afterall. So does anyone know of any neat
: obscure monsters/artifacts/fallen lords I can toss
: into the game? What about obscure character classes?

Monsters: thrall, soulless, wights, ghasts, ghols, mauls, brigands, archers, trow, fetch, myrmidons, skeletons, warlocks, bre'Unor, wolves, shades, myrkridia, myrkridian giants, etc. You could also add in normal evil people like warriors, cavalry (not that it actually appeared in the games), ghosts of various sorts, thieves, and so on.
Artifacts: ... can't remember any big ones right now. Ibis Crown, Eblis Stones... ask somebody else about those. I can't find my copy of GURPS.
Fallen Lords: Soulblighter, Shiver, Watcher, Deceiver, Lurker, Faceless Man. You could also add just powerful bad guys like tough shades or some other things.

: Since some of you guys have apparently read GURPS, do you
: have any suggestions how I could use spells? Would a
: generic mage class fit in, sort of a stepping stone
: between the warrior classes and the total magic use of
: the warlock? Are spells like the 'Dream' things, where
: they're seemingly rare but extremely powerful?

I think the way rogue normally does it would work fine... with the spell books and all that good stuff. You would need runestones to find Dreams, which are just the most powerful spells in existence. Generic mage class? I'm not sure about that. Since reason says that you could obviously sit between magic use and swordsmanship (Rabican and soulblighter and Alric were all wizards/warriors), you could probably make just about any sorts of things you wanted to.

By the way... are you making this game for mac, pc, or linux? I'd love to see it whenever you have a working copy... Rogue games are my favorite :)

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