You just reminded me that I need to set down definite locations of the shadow areas. Wow why have I not done this to begin with. XD;; Everyone (I mean us, not our characters) needs to know them. I have to go out today, but I'll try to put up an updated map ASAP.
Posted: Thu Nov 21, 2013 10:23 pm
Azura Cantarella
You just reminded me that I need to set down definite locations of the shadow areas. Wow why have I not done this to begin with. XD;; Everyone (I mean us, not our characters) needs to know them. I have to go out today, but I'll try to put up an updated map ASAP.
Okay, I figure I should come to you guys for input. So far I've only put down two definite shadow areas because whatever I try next doesn't feel nicely distributed.
Anyway, those areas are: a large portion in the Toize Valley Mine area, and a small stretch in the Gaoracchia Forest. Yes, Jak, I know you've mentioned that Seras was in the Gaoracchia, but it's still likely for her to miss it. The shadow there is small because it's an area relatively close to the Great Tree.
So how many of these do we want and where should they be? This is keeping in mind that:
- I think it'd be nice (plot-wise) to place them near the cities, - but they can't permeate places of significant concentrations of mana---namely, the Great Tree and the Temples. (Shall we determine a radius?)
If you've been wondering what's the exact deal with these shadows, here's some spoilers:
At the center of every shadowed area is its source, a jagged black crystal cluster that's emanating it. The objective is to figure out some way to get right up in there and destroy it. Note that not even the Symphonia cast knows this yet, though!
When characters are to venture into the shadow, hmm...I'm trying not to impose a "time limit" because that can get too tricky to manage, but the side effects of staying in too long include:
- dizziness, nausea, and maybe headaches. A general sick feeling. - vitality slowly growing weaker. A while in, your entire party is going to be afflicted with Poison status. Completely unavoidable. Charms/potions/etc. that are supposed to ward off poison will break/stop working. - depending on the personality (or at your discretion), increasing feelings of anger and irritability.
If you've any more questions or ideas, you're certainly welcome to pitch them.
Now here's the map for reference.
Posted: Sat Nov 23, 2013 3:19 am
The old Desian bases might make sense [Is this stuff attracted to areas of negative emotion?]
The old Desian bases might make sense [Is this stuff attracted to areas of negative emotion?]
I would imagine the shadow areas in the old Iselia and Asgard ranches would be small since the Martel Temple and the Tower of Mana are close around those areas.
Posted: Sat Nov 23, 2013 12:03 pm
That makes sense.
I think somewhere from 2 to 4 should work for now. How about one on the Flanoir continent? I don't know about negative emotions and such, but it just seems like a pretty cool place to have one. Combining the demonic shadow and potentially harsh weather, you know.
The old Desian bases might make sense [Is this stuff attracted to areas of negative emotion?]
I hadn't actually thought about that, but it sounds like a good idea. But yeah, what Sirea said. I'm still trying to figure out how much area around the temples would remain safe, because in some cases, shadows might cover some towns and force people to evacuate.
Since Meltokio is like smack-dab between the Temples of Earth and Darkness thus making it kind of difficult to where to put a shadow area near the city, Vance suggested that a shadow source should sprout right IN the middle of it. How does that sound to you all? surprised
I was also thinking of having one pop up in the mountains between Hima, Luin, and Asgard, with those town ending up on the outskirts of the shadow.
Evilweirdo 0
I think somewhere from 2 to 4 should work for now.
Yeah. I'm just trying to plan ahead and determine an exact number and where they're definitely going to show up so as to gradually work it into the plot. Since shadow sources are destructible, I think I'm going to have up to four active at a time.
Quote:
How about one on the Flanoir continent? I don't know about negative emotions and such, but it just seems like a pretty cool place to have one. Combining the demonic shadow and potentially harsh weather, you know.
Yeah, that's what I intend. smile They're going to be near (or on in some cases) every city/town.
Posted: Sun Nov 24, 2013 6:15 am
Azura Cantarella
Since Meltokio is like smack-dab between the Temples of Earth and Darkness thus making it kind of difficult to where to put a shadow area near the city, Vance suggested that a shadow source should sprout right IN the middle of it. How does that sound to you all? surprised
I'd say the arena or the slums would make good choices [it would probley be what really tips off the people that this is a very real threat that isn't just going to go away]
EDIT: The castle could also be a possible location [although come to think of it with the temples around it might just end up in the centre of the city]
I think the whole "negative emotion" thing would be interesting. There can be one in Palmacosta and Ozette if you want cities to be effected by it. It would also be interesting if the shadows got thicker depending on how negative an area is; not like thicker as in the vision thing. I guess dense would be a better word? It gets harder to move in....
Azura Cantarella
I know we talked about Ratatosk being able to talk to Emil. But, I don't think I asked if Emil's eyes would turn red for a second or two for any reason. I was just curious because Seras' eyes reminded me. sweatdrop
Sirea Angelie
Would you like me to time skip the trip to the accessory shop so that we can give Seras the cloak and not leave Jak in the dust?
Posted: Mon Nov 25, 2013 12:19 pm
Righto. How do you think these areas will be approached? Individually and without knowledge of the other groups, or by united groups of characters?
If that whole negativity thing is put in place, the center of Meltokio could be a good place. Like Kyubi was saying, there's the castle, but there's also the temple. Remember the thing with the Pope? That certainly qualifies as negative.
Anyway, perhaps the shadow areas could somehow work as a one-way barrier for dimensional travel. Lets people in, but not out. That could explain why people from other, unrelated worlds would want to take care of the thing. Come to think of it, was that explained already?
I think the whole "negative emotion" thing would be interesting. There can be one in Palmacosta and Ozette if you want cities to be effected by it. It would also be interesting if the shadows got thicker depending on how negative an area is; not like thicker as in the vision thing. I guess dense would be a better word? It gets harder to move in....
Azura Cantarella
I know we talked about Ratatosk being able to talk to Emil. But, I don't think I asked if Emil's eyes would turn red for a second or two for any reason. I was just curious because Seras' eyes reminded me. sweatdrop
Sirea Angelie
Would you like me to time skip the trip to the accessory shop so that we can give Seras the cloak and not leave Jak in the dust?
Sure, go on ahead. :3
Posted: Wed Nov 27, 2013 3:27 pm
I'll post either late tonight or tomorrow evening, and sorry for the lateness of it all sweatdrop
I'll post either late tonight or tomorrow evening, and sorry for the lateness of it all sweatdrop
It's alright. *gives a hug* It is close to Thanksgiving so it's no biggie. :3
Posted: Wed Nov 27, 2013 8:18 pm
Woohoo, long post ahead!
Overall Conclusion: I really should fill one of the blank posts on the front page with all these details about the shadows!surprised
Quote:
It would also be interesting if the shadows got thicker depending on how negative an area is; not like thicker as in the vision thing. I guess dense would be a better word? It gets harder to move in....
I wanted to make these shadow areas challenging, but I think adding the density thing would make it impossible. Ahh, just to bring up again the points about venturing into the shadow:
- Dizziness, nausea, and maybe headaches. A general sick feeling. - Vitality slowly growing weaker. A while in, your entire party is going to be afflicted with Poison status. Completely unavoidable. Charms/potions/etc. that are supposed to ward off poison will stop working. - depending on the personality (or at your discretion), increasing feelings of anger and irritability.
To add:
- Lowered visibility the farther you go in. - No energy (TP, MP, what have you) regeneration. Anything (like accessories and potions) with such effects won't work. - Health regeneration via spells and medicine items still works, though characters surely would want to use spells sparingly because of the no-energy-regeneration effect.
I'm aware this might make things a little too difficult. I'm open to more ideas, including what aspects should be nerfed and how to loophole around things.
Said loopholes would involve making things that can produce mana independently somehow. For example, I do know that Azura plans to alchemize a one-use thing that'll work like a Molotov cocktail but with mana. You guys can play with the idea, and they don't always have to turn out for offense uses. Like, maybe someone can produce something that creates a small but strong field of mana so that a small group can venture into the shadow more safely. However, it shouldn't last very long.
And of course, I'd like to review ideas before you all actually put them into practice. I mean, just to make sure some ideas don't come off as too godmoddy.
Fedora Warrior
Just flagging you down here because I'd like your further input too.
Evilweirdo 0
Righto. How do you think these areas will be approached? Individually and without knowledge of the other groups, or by united groups of characters?
Both ways are fine! biggrin I do believe it's going to be dependent on the situation. By default, it's individually and without knowledge of the other groups. But there can be some cases where groups might see each other about to approach the shadow or even find each other within them and decide to unite then.
Quote:
Anyway, perhaps the shadow areas could somehow work as a one-way barrier for dimensional travel. Lets people in, but not out. That could explain why people from other, unrelated worlds would want to take care of the thing. Come to think of it, was that explained already?
No it hasn't, but I'm noting that aspect. 8D It wouldn't be the shadow areas themselves causing that one-way travel barrier, it would be a lingering effect of the time-space fluctuation shocks occasionally coming out of the Otherworldly Gate.
Quote:
I think the whole "negative emotion" thing would be interesting. There can be one in Palmacosta and Ozette if you want cities to be effected by it.
Quote:
If that whole negativity thing is put in place, the center of Meltokio could be a good place. Like Kyubi was saying, there's the castle, but there's also the temple. Remember the thing with the Pope? That certainly qualifies as negative.
Noted. 3nodding I'm going to have the shadow crystal cluster emerge dead center of Meltokio. I also want Heimdall to be affected (or at least an area near it), but would you guys say that the place Origin used to sit in is a significant place of mana like the Temples?
Mitsukini Sage
I know we talked about Ratatosk being able to talk to Emil. But, I don't think I asked if Emil's eyes would turn red for a second or two for any reason. I was just curious because Seras' eyes reminded me. sweatdrop
At first I thought they shouldn't since Ratatosk's personality won't surface in him, but then I started to think it'd be pretty funny if they turned red for however long Ratatosk talks to him in his mind. If you want to roll with that, I wouldn't mind. xd
Overall Conclusion: I really should fill one of the blank posts on the front page with all these details about the shadows!surprised
Quote:
Anyway, perhaps the shadow areas could somehow work as a one-way barrier for dimensional travel. Lets people in, but not out. That could explain why people from other, unrelated worlds would want to take care of the thing. Come to think of it, was that explained already?
No it hasn't, but I'm noting that aspect. 8D It wouldn't be the shadow areas themselves causing that one-way travel barrier, it would be a lingering effect of the time-space fluctuation shocks occasionally coming out of the Otherworldly Gate.
...but would you guys say that the place Origin used to sit in is a significant place of mana like the Temples?
Yeah, having the details would probably be a good idea.
Yes, the timey-wimey stuff does make a bit more sense.
As for Origin, I'd guess so. It is Origin we're talking about, after all, and the forest around his place is pretty abundant. Just look at that monkey-squirrel-thing! Where else would you find one of those?! ...Ahem. Anyway, it would make sense.