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| Noria Development Thread | |
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| Topic Started: Jan 8 2011, 07:09 PM (570 Views) | |
| Eleytheria-Duo | Jan 8 2011, 07:09 PM Post #1 |
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Resident Bystander
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Welcome to the Noria Development Thread! Any further updates regarding the development of Noria will be conducted here. The previous link now has links to this one. Unlike the previous one, this threads Alpha post (and any reserved ones if necessary) will be consistently edited and updated with any new developments, as well as an additional post detailing exactly what was changed or added and to serve as a reminder bump. Status: We're still in a "Pre-Alpha" stage of development, but progress is once again being made after a lengthy hiatus. There's been some demand to play the game early, and in compliance I am working as often as possible and as productively as I can to make a functional game world. East Anarx has started a thread for a very, very, very early test of the game world. Details are still being hammered out, but if you wish to explore the world of Noria as soon as possible, there's where you need to be. Current Development: * Sorting out the class abilities. There are a few classes that are giving us a bit of trouble. These have put a snag on our initial estimates and it will take more time to properly think out some abilities while being true to the Noria play style. Its not as easy as you think - trust me. * Racial development is deep at this point. Basic functionality is coming into being, many of them have written descriptions ranging from physical appearance and size, lifespan, sense acuteness, courtship rituals and more. The Primary Great Races are: Humans, Elves, Halflings, Dwarves, Gnomes, Sa'tasi and Draconids. The branches of these races (Excluding Humans) are; - Star, Sun, Shadow and Forest Elves - Tundra and Mountain Dwarves - Broadfoot and Fieldland Halflings - Fjord and Island Gnomes - Mossvale, Darkvine and Tall-Kin Sa'tasi - Scaled and Banded Draconids The World of Noria will consist of four playable regions: - Kharnon - Lysenia - Vjordlund - Emerald Isles Kharnon is coming along splendidly. Its the first Continent to have taken shape and by far the closest to being finished. Followed behind it will be Lysenia, which has the landmass ready and polished but not its geographical features or territorial boundaries. Distantly will be Vjordlund, which is home to one of the two polar wellsprings and the only source of enchantable water, the only substance that acts as a suitable base for magically imbued potions in the world of Noria, but more details on this later. By far the region I'm personally most proud of is the Emerald Isles, a tropical paradise located at the equator and the mid-point between the continents of Lysenia and Kharnon. This cluster of idyllic Volcanic islands is home to the Darkvine Sa'Tasi and Island Gnomes, and the paradise of the locale is broken by the savagely hostile war between them. Alas, it will likely come last, as the Islands don't look right at present and need a lot of work. The Aspects of Noria: Classes Alignments Arcane Magic Spiritual Magic The Game of Noria: The starting point of Noria will take place just shy of two decades after Lysenian Humans "discovered" Kharnon. Numerous events of the past have left deep, brutal scars in the societies of all continents. Wars, plagues, pestilence and genocide have redrawn the maps into what they are. However, there currently exists an unstable peace between most of the major powers in the world, but there are events in motion and forces at work that threatens the very foundations of civilization. There will be substantially more to come on the storyline as the weeks go on. Edited by Eleytheria-Duo, May 18 2013, 05:52 PM.
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| Eleytheria-Duo | Jan 8 2011, 07:10 PM Post #2 |
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Resident Bystander
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Reserved Slot. |
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| Eleytheria-Duo | Jan 8 2011, 07:10 PM Post #3 |
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Resident Bystander
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Second and Final Reserved Slot. |
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| Eleytheria-Duo | Jan 10 2011, 01:25 AM Post #4 |
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Resident Bystander
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Added a new ability to the Arcanist, Cleric and Druid. Also added the Warrior to the list, with currently three abilities prepared. They may be subject to change, however. The Rogue and Blade Caller, with some abilities already prepared, is to be added later. New Abilities: Illumination (Arcanist) Purify (Cleric) Environmental Warding (Druid) Warrior Abilities: Forceful Strike Brace Hold the Line Also to come later is the Racial Descriptions and Characteristics. Most of them are already written up. In fact, most of them are too long winded and require substantial pruning. This will be done before they are posted. Edit- It should be noted that there will be ten abilities for each class at start. Each ability will be weighed and measured in utility and then assigned a tier. There will be five tiers. Every ability in that tier must be learned to progress to the next. Though there may be some exceptions. (Will be discussed) Tier I - 10 Abilities Tier II - 8 Abilities Tier III - 6 Abilities Tier IV - 4 Abilities Tier V- 2 Abilities Edited by Eleytheria-Duo, Jan 10 2011, 01:28 AM.
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| Ulgania | Jan 13 2011, 12:13 AM Post #5 |
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A better Zarathustra has never rode a horse
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Hey, I'm curious, is there going to be any d20-style system at any level of this? |
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| Eleytheria-Duo | Jan 13 2011, 01:17 AM Post #6 |
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Resident Bystander
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Most likely, no. There's a reason why its called Free-form, a wide-open game with as minimal rules and systems as possible. That's what the DM's are for, to determine plausibility, events and actions- It gives them something more to do than gawk at dice, and incentive to be more creative. Playing Noria is like being the character in a story with no boundaries, and the DM's are the ones that are breathing life into the world. It is also why I am keeping an eye out for DM's that won't be dicks, so they won't abuse the lack of boundaries. I think You, Siad and Telo would be fair DM's. With practice, maybe even great ones. If something like d20 does come into existence, it won't be anytime soon. Also, I'm writing up more information for the Noria project as we speak. The next one is a (incoming crudeness) big ass post, so yeah, there has been some procrastination on my part in getting it finished. I still can't promise it'll be posted tonight, in fact, it likely won't as I'd like it reviewed by someone I know on the boards first. There's also been some delays in Dev discussions. I've completely lost contact with JezCP over the past few days, and its down to Ken, Siad (Whom it is difficult to communicate with off-boards) and I. If all goes well on Siad's end over the weekend, I'll put the pedal to the metal. ... Hmmmn ... Maybe a developer lightning round is in order... :gnarkgnark: |
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| Eleytheria-Duo | Apr 23 2013, 05:32 PM Post #7 |
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Resident Bystander
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Worked more on the maps last week. ~~Lysenia's continental boundaries have been tweaked: More variation. Some areas have jagged coastlines, others smooth. Dozens of small bays and channels added. Fundamentals of getting the biomes in place. Fundamentals of getting territorial boundaries in place. ~~Kharnon has seen more work toward completion: All Kharnon nations/regions are now represented on the map. (Still missing cities in many at present) At present, there are: - 7 Human Regions (Embron, Wyrich, Namaltar, Tanas, Aldonor, New Hypera, Batia) - 6 Forest Elf Regions (Breezewood, Blackwood, Lonely Land, Palewood, Hoarwind, Areldir) - 4 Draconid Regions (Empire of the Draconids, Lakhrun, Spirit Plains, Black Mountains) - 4 Shadow Elf Regions (Ilessyr, Lathinil, Anathrin, Thelintar) - 3 Sun Elf Regions (Selthelon, Carthelon, Carathelon) - 3 Broadfoot Halfling Regions (Galy [Kingdom], Galy [Republic], Flamebaye) - 2 Mountain Dwarven Regions (Uzdur, Zarshol) - 1 Star Elf Region (Ashal'ai Dominion) - 30 Total territorial boundaries, not including individual territories in Forest Elf Confederations or other areas of loose central authority. Rivers added. Lakes added. ~~Some work on the races have been carried out. Namely, descriptions regarding their appearance. Dwarf and Draconid weights may be changed again in the near future. - All Draconids' size has been reduced. Length is measured from tip of snout to point of tail. (This revised edition has already been provided to Estern Arx for use in Alpha) - Descriptions regarding racial senses in the works and being tweaked. Not ready. - Descriptions regarding misc. information in the works. Architecture, courtship, military, culture, cuisine etc. ~~Minor work has been put into reviewing abilities and adding new ones to existing classes. (Note: Ability development is currently being handled by someone other than myself.) - Changed how some spells work with Arcanist and Druid. - Added two new abilities to Arcanists: * Ice Shards * Force of Air (Name not final - Druid conflict) That's all the real changes I have to report at present. Time to grab some tea. Future work will include possibly adding more rivers and lakes to Kharnon, fleshing out the settlements and adding roads to the map. Lysenia will see its biomes being filled in soon, and work can begin on tweaking the coasts of Vjordlund. The latter will likely be overwhelmingly dominated by jagged, fragmented icy coasts with some smooth dirt and rock beaches. Edited by Eleytheria-Duo, Apr 23 2013, 05:33 PM.
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| Eleytheria-Duo | May 18 2013, 05:49 PM Post #8 |
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Resident Bystander
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More work on Kharnon. You can preview the continent by clicking here. ~~ - Added more rivers. - More lakes. - Roads! - Cities and Castles and ... Casterly Rocks?! - Re-textured the map. Now an XCF layer, can overlay new cities/roads etc. on top. - A sh*tload of icky looking pixels erased to make it prettier for you guys to look at. Still a ton more to burn out. ~~ TO-DO List. - Kharnon: Name all of the settlements and PoI's. (Eff me... :dry: ) - Kharnon: Possibly rework some roads. - Kharnon: Purge the icky bits and eye briers. - Lore - Kharnon: Nations' histories, backgrounds and past & present leaders. - Lysenia: Extra naturalizing / geographical features for the continental boundaries. - Lysenia: Priming the map for the juicy bits. |
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11:47 AM Jul 13