Hello Kilarin,
this subgame looks surely interesting. But I am having some problems with git. I don't know, whether I am doing something wrong, but I always and up with empty compassgps, explorertoolsall and bridgetool folders. Do I have to download them manually?
Anyway, since they are not essential, I think, I can simply ignore them for now.
For the game, I would really like to help developing it.
Since this game is headed in a fantasy like direction with magic (the world stone, for example) I would like to develop a spell system, so players can do magic themselves. But I think, players should evolve over time. They shouldn't be allowed to use all spells right from the start. They should train in magic to get better. So a
skill system would be useful.
Furthermore, you would need to unlock the spells before you can use them the first time. Combined with the fracture, this would allow a separation of spell types. In the east, you would find more constructive spells, like spells for building or healing. In the west, spells would be more dangerous and can harm others (attack spells, dark magic ...).
Magic should cost the player something. Maybe we should include
Mana? This would also allow to use less energy on spells that you mastered, I mean, where you have high levels.
If a hunger system gets included, it would be possible to speed up getting hungry while you recover mana, what seems logical to me.
Concerning the discovery of spells, quests would be a possibility. So you would get more advanced spells for more dangerous tasks. I thought of some temples for giving the quests. It would seem logical in a world, where magic plays a big role that there would be concurring magic schools that develop different spells, so fighting magic wouldn't be impossible.
For the rewards, I was thinking about
Treasurer. Though it has no option to determine whether you are in the west or in the east, I think I could still make use of this unified system. I could simply give a dummy role with the level of the spell and replace it myself by a fitting spell, depending on the location. But using treasurer has the advantage, or disadvantage, that you are not limited to spells as rewards but you also get a lot of useless, er, I mean use
full items.
Another source for spells could be dungeons with boss fights. There you could find the most dangerous spells that would not only harm your enemy, but that could go completely wrong and kill yourself. Maybe spells that drain live energy from your target and, if they don't find a suitable victim, take you. A death spell that always kills... Sounds dangerous.
As a long time target, maybe
creatures could be integrated for the animal system. It has an quite interesting approach by trying to eliminate the differences between players and NPCs. The standard behaviour is, that you start as a ghost and have to possess an animal/human/monster to do something serious in the world. But it shouldn't be to hard to change that you still start as a human and can possess the animals by using spells. Maybe only for a short amount of time? (I'd love being a dragon, by the way. There are dragons in this world, aren't they? Maybe deep in the west?)
Doing this would be easy using
playereffects. This would also be useful for most other spells. (I already have a working spell system I would like to continue, but I need some ideas, especially for the crafting recipes.) This would also help developing some potions.
Anyway, what do you think of the ideas stated above? What should I face first or is there something else I might do? You are the boss and should state the direction where everything is going. I don't want to code something that isn't integrated so I wait for your answer.
Regards, TeTpaAka.