XaiJu
gawebstudio
gawebstudio

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Glassix 2: Spell poll

Hi guys!

Vote over there!

Following the last poll results, here is another poll to vote for the spell(s) you want to be implemented first. Depending on the complexity, it might be possible to add several at once.

A small note regarding Glassix 2 back story before that which will be implemented one day or another: I introduced the game as plunging the player into virtual worlds. Some players felt this "virtual settings" was a bit of a letdown since it would make all your achievements virtual too. So they suggested using a multiverse setting (Hello Marvel! :D). It doesn't change much gameplay wise but I was told it would feel better with this setting and I don't really mind the change, kinda make more sense actually. I'm open to other suggestions. The game is in alpha state at the moment so it's the best time to share your ideas to make plans for the future. Yeah, I'm aware of not giving too much leeway to player requests don't worry, ideas will still need to fit my own taste though I'm quite open minded but still have limits. I'm also planning to add a tag feature for events so we can tag event and enable/disable events with those tags. I know some of you don't like sharing your waifus :D

I'll also add a specific tag [Gameplay plus] for spells which impact the gameplay more than usual. Those spells will open the door to both generic events (where you can use the spell in a simple form to interact with your surroundings and/or citizens) and unique and/or story driven events or options which could be specific to the current scenario.

Also note that I might add a kind of mana or mental sub attribute or skill (Calculated from the "brain" attributes like intelligence or wisdom, to be determined, to limit how many spells you can cast a day. Similarly, a stamina sub attribute or skill based on physical attributes (or just endurance I guess?) would limit your physical actions each day. And of course, there will be new spells or skills to make those new values less limiting in the long run. All this to give a sense of proper progression in the game which I feel like is an important aspect to have in any game.

Annnndd another note (I just keep adding more as I'm writing the spells description when I realize I need to clarify a future important behavior regarding spells), some spells might be resisted by the target based on attributes and specific traits (another feature which will be added in the future which I forgot to include in the previous poll...). But basically, it's a simple check between the caster attacking attribute and the target defensive attribute (with possible modifiers from traits or skills). For example, the current Mind 1 spells should actually play the target Wisdom against the caster Wisdom (or Intelligence, not sure which one I'll pick yet) to know if the target can actually be affected.

Annnnndd anoooottthheeerr note! (Previous one I realized while writing the Aura spells description and this one while writing the Devil's spell description :D). In v0.5, I use two core variables to reflect citizens relationship with each other, relation and obedience, similar to what Glassix uses. Again, after talking with a player, it felt like there was a missing link, one which some of you often want to control, which is how faithful a girl is to you. In Glassix, there's a lot of sharing which might not be to everybody taste. In Glassix 2, since I'd like for citizen behavior to be more logical and controllable by the player, the addition of a 3rd corruption variable which would determine how slutty/faithful a girl is would help tailor stories as well as help the AI determine if a girl is gonna cheat on you with others (or them cheating on their partners with you). So the higher the corruption, the higher the chances will be for the girls to have sex easily with strangers. Having obedience or relation higher than corruption will prevent this behavior (except if this competitor has more relation or obedience with the girl than you). This new variable would be a global citizen variable, unlike relation and obedience which are relative to each other citizen (So if you have 10 citizens, each citizen would have 9 relation values and 9 obedience value for each one of the other citizens). Corruption would be a unique variable for each citizen so if you corrupt a citizen, it will corrupt her for everybody else too. And vice versa. If you only care about having sex with girls, corruption will be the easiest way to go. If you don't want to share your girls, obedience or relation would be the way to go (depending on if you want a loving or master/slave relation). Last thing about corruption is that it would be affected by events as well as spells (Again, can you guess each one it was thought for? :D)

OK, I'm making this really overly complex but that's my take on interesting gameplay so I'm afraid you'll have to roll with it (or suggest something better). Plus some of the new stuff comes from players suggestions directly which I quite liked so it shows I'm not the only one interested in making things more complex for better entertainment and control. All those information will be plainly displayed in tooltips or interfaces each time it's required so everything stays clear for the player at all time.

Here is the details of how the current spells would work:

That's the current list of spells, more will be added in the future when more features are unlocked.

If you read it all, good job! I'm not sure I'd have done so myself ahah. Anyway, you now know where I'm going with all this.

Let's try to make some predictions about what you guys are going to vote for in top 3 (Or at least, what I'd vote for myself ahah). I'd go for possession, time stop and invisibility ;)

Since I'd like to speed up vote time to have more time to work on it and most vote are done in the first few days of release anyway, I'll set the vote closing day to this Wednesday.

Time to vote!

Comments

Ahah indeed, that would work ;) The game already separate buildings into floors so it's possible to exploit this data to know how high a floor is. But still feels like a simple alternative to lockpicking and sneaking skills.

Gaweb Studio

Not sure if that could be a thing but concerning the "Devil's Wing" spell, it could be used to reach high up places otherwise only reachable with trouble. Like an open window higher up... leading to a lovely lady's bedroom you can otherwise only enter with a key ;).

Hexxet


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