JeffCross
Shadow of the Night
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Post by JeffCross on Jun 22, 2015 1:15:30 GMT -6
In one (or more) of my threads I suggested, "what if we crafted our own familiars." Arcueid Brunestud said I should create a thread for it so here it is. What do you guys think? we collect material or items to call forth or create familiars... or even making demon bombs or slime that holds enemies....
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Ciel
Executor of the Church
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じーっ
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Post by Ciel on Jun 22, 2015 1:20:56 GMT -6
You mean, like having a kind of leveling system from Curse of Darkness? I'm ok with that.
But one question remains: How Miriam will control such familiars? Kind of "demon tamer" skill?
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Cale
Great Old One
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Post by Cale on Jun 22, 2015 1:30:30 GMT -6
I have been rethinking it. I would like some familiars to be crafted. Like a Golem, or Homunculus, or even the legendary Pigeon-Rat!!! But I would still want some familiars to be found.
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JeffCross
Shadow of the Night
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Post by JeffCross on Jun 22, 2015 1:35:39 GMT -6
You mean, like having a kind of leveling system from Curse of Darkness? I'm ok with that. But one question remains: How Miriam will control such familiars? Kind of "demon tamer" skill? Hmmmm.... ciel that's a good point... what abouta spell viva combo buttons. but it should be easy just a "go get them" thing and the familiar goes all out for a few... but I still want them to have their own AI That sounds fair. I like that idea
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Arcueid Brunestud
True Ancestor
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Post by Arcueid Brunestud on Jun 22, 2015 2:27:10 GMT -6
You mean, like having a kind of leveling system from Curse of Darkness? I'm ok with that. But one question remains: How Miriam will control such familiars? Kind of "demon tamer" skill? Perhaps Miriam will utilize her curse to control the familars, or use magic crystals. Maybe you'll be able to level up your familar's various stats using rare candycrystals?
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hybridmiriam
Envoy of Tongues
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Post by hybridmiriam on Jun 22, 2015 3:19:17 GMT -6
Some found, some crafted. I wonder which would be more beneficial/powerful. Crafting may be time consuming and require grinding, while simply locating them wouldn't be all that difficult. Unless they were well hidden.
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JeffCross
Shadow of the Night
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Post by JeffCross on Jun 22, 2015 4:15:34 GMT -6
what about also making weapons and armor for the familiars
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JoJo
Most Bizarre Adventurer
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Post by JoJo on Jun 22, 2015 5:33:50 GMT -6
If we add all of the suggestion from the above, this will be very deep game, like really deep but if I read through about the familiar from the kickstarter webpage, the familiars are from purified enemy crystals, so the idea of creating a familiar is already there Finding one... Good idea, As part of the rare familiars, that cannot be created with the enemy crystals but will need either high level character, or a special condition for the familiar to follow you
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Cale
Great Old One
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Post by Cale on Jun 22, 2015 7:18:38 GMT -6
what about also making weapons and armor for the familiars I don't know. . . I always thought of familiars as utilities. Giving them items seems a little too in depth to me. You have support, damage, defensive, silly, and a few other types of familiars. They are not supposed to be their own character, but more of a tool for use. I like brainstorming, but I think it just adds a layer to the game that it doesn't need, and the same result can be accomplished in ways we already have implemented. We want the familiar to do more damage? We could instead make our weapon deal more damage, or have a spell level up if you don't want to get close to an enemy. And the familiars will most likely have a level system in place anyway, so just by levelling them they will become more powerful. As for familiar armour, If Iga keeps in line with most games, then the familiar won't even be attackable.
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Post by iggyg85 on Jun 22, 2015 8:54:46 GMT -6
Some found, some crafted. I wonder which would be more beneficial/powerful. Crafting may be time consuming and require grinding, while simply locating them wouldn't be all that difficult. Unless they were well hidden. This is how I most likely see it playing out, or at least the most wanted. 1. A couple easy to find/story progression based 2. 1-2 hard ones by meeting certain requirements such as beating optional bosses or max exploration type. 3. 2-3 where you have to quest and find the pieces but then have to use the alchemy system to put them together and fill it with a demon soul.
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hybridmiriam
Envoy of Tongues
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Post by hybridmiriam on Jun 22, 2015 16:12:43 GMT -6
Some found, some crafted. I wonder which would be more beneficial/powerful. Crafting may be time consuming and require grinding, while simply locating them wouldn't be all that difficult. Unless they were well hidden. This is how I most likely see it playing out, or at least the most wanted. 1. A couple easy to find/story progression based 2. 1-2 hard ones by meeting certain requirements such as beating optional bosses or max exploration type. 3. 2-3 where you have to quest and find the pieces but then have to use the alchemy system to put them together and fill it with a demon soul. I like this, it means you feel like you worked for something, and if it's powerful it feels earned. I hate when they give you stuff for free.
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Cale
Great Old One
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Post by Cale on Jun 22, 2015 21:03:16 GMT -6
This is how I most likely see it playing out, or at least the most wanted. 1. A couple easy to find/story progression based 2. 1-2 hard ones by meeting certain requirements such as beating optional bosses or max exploration type. 3. 2-3 where you have to quest and find the pieces but then have to use the alchemy system to put them together and fill it with a demon soul. I like this, it means you feel like you worked for something, and if it's powerful it feels earned. I hate when they give you stuff for free. Agreed, very nice combination.
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Post by DragonByDegrees on Jun 22, 2015 21:16:37 GMT -6
All I know is that at least one of the following enemies need to drop a familiar: Paimon, Buer, Purson, Morax, Malphas, Sabnock, Allocer, Amy, Belial.
Purson's description from the Goetia: a Great King of Hell, being served and obeyed by twenty-two legions of demons. He knows of hidden things, can find treasures, and tells past, present and future. Taking a human or aerial body he answers truly of all secret and divine things of Earth and the creation of the world. He also brings good familiars.
Purson is depicted as a man with the face of a lion, carrying a ferocious viper in his hand, and riding a bear. Before him there can be heard many trumpets sounding.
Hidden room/ destroy-able object finding familiar, anyone?
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Cale
Great Old One
Ancient Legion
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Post by Cale on Jun 22, 2015 21:50:52 GMT -6
All I know is that at least one of the following enemies need to drop a familiar: Paimon, Buer, Purson, Morax, Malphas, Sabnock, Allocer, Amy, Belial. Purson's description from the Goetia: a Great King of Hell, being served and obeyed by twenty-two legions of demons. He knows of hidden things, can find treasures, and tells past, present and future. Taking a human or aerial body he answers truly of all secret and divine things of Earth and the creation of the world. He also brings good familiars.
Purson is depicted as a man with the face of a lion, carrying a ferocious viper in his hand, and riding a bear. Before him there can be heard many trumpets sounding.Hidden room/ destroy-able object finding familiar, anyone? YES YES AND YES! If you can find ways to have lore flow into your game, I say use it shamelessly! More of this.
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JeffCross
Shadow of the Night
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Post by JeffCross on Jun 24, 2015 3:52:42 GMT -6
what about also making weapons and armor for the familiars I don't know. . . I always thought of familiars as utilities. Giving them items seems a little too in depth to me. You have support, damage, defensive, silly, and a few other types of familiars. They are not supposed to be their own character, but more of a tool for use. I like brainstorming, but I think it just adds a layer to the game that it doesn't need, and the same result can be accomplished in ways we already have implemented. We want the familiar to do more damage? We could instead make our weapon deal more damage, or have a spell level up if you don't want to get close to an enemy. And the familiars will most likely have a level system in place anyway, so just by levelling them they will become more powerful. As for familiar armour, If Iga keeps in line with most games, then the familiar won't even be attackable. weapons and armor doesn't necessarily have to raise the familiars' stats... they could just change the looks of the familiars and the weapons don't need to raise their attack but maybe give them different attacks animations or something
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Post by DragonByDegrees on Jun 24, 2015 4:12:52 GMT -6
I don't know. . . I always thought of familiars as utilities. Giving them items seems a little too in depth to me. You have support, damage, defensive, silly, and a few other types of familiars. They are not supposed to be their own character, but more of a tool for use. I like brainstorming, but I think it just adds a layer to the game that it doesn't need, and the same result can be accomplished in ways we already have implemented. We want the familiar to do more damage? We could instead make our weapon deal more damage, or have a spell level up if you don't want to get close to an enemy. And the familiars will most likely have a level system in place anyway, so just by levelling them they will become more powerful. As for familiar armour, If Iga keeps in line with most games, then the familiar won't even be attackable. weapons and armor doesn't necessarily have to raise the familiars' stats... they could just change the looks of the familiars and the weapons don't need to raise their attack but maybe give them different attacks animations or something At that point, given that someone has to make those new images and animations, why not just make more familiars?
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JeffCross
Shadow of the Night
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Post by JeffCross on Jun 24, 2015 7:07:03 GMT -6
weapons and armor doesn't necessarily have to raise the familiars' stats... they could just change the looks of the familiars and the weapons don't need to raise their attack but maybe give them different attacks animations or something At that point, given that someone has to make those new images and animations, why not just make more familiars? So we don't just have a whole lot of 1 dimensional familirars and have a select few familiars we really care for.
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Cale
Great Old One
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Post by Cale on Jun 24, 2015 8:19:03 GMT -6
I don't know. . . I always thought of familiars as utilities. Giving them items seems a little too in depth to me. You have support, damage, defensive, silly, and a few other types of familiars. They are not supposed to be their own character, but more of a tool for use. I like brainstorming, but I think it just adds a layer to the game that it doesn't need, and the same result can be accomplished in ways we already have implemented. We want the familiar to do more damage? We could instead make our weapon deal more damage, or have a spell level up if you don't want to get close to an enemy. And the familiars will most likely have a level system in place anyway, so just by levelling them they will become more powerful. As for familiar armour, If Iga keeps in line with most games, then the familiar won't even be attackable. weapons and armor doesn't necessarily have to raise the familiars' stats... they could just change the looks of the familiars and the weapons don't need to raise their attack but maybe give them different attacks animations or something Well that is perfectly acceptable to me. Heck that's more than acceptable, now I want this in the game! _ghost
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JeffCross
Shadow of the Night
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Post by JeffCross on Jun 25, 2015 14:29:59 GMT -6
Me too XD I want to see an in-depth familiar system
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Post by iggyg85 on Jun 25, 2015 20:41:41 GMT -6
I am agreeing with armor/weapons changes for the familiars with fewer familiars that make them less generic. The upgrades could give them new/alternate abilities or just be cosmetic. Either way I'd enjoy it.
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