Summoning/Familiars/Animal Companions

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Patch
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Summoning/Familiars/Animal Companions

Post by Patch »

So, I was pondering the idea of classes who gain some sort of companion creature(s), such as a Summoner, Sorcerer, Druid, Ranger.

The first thing I'm thinking is how would this creature be represented in the game. My two thoughts were
  • 1.) The creature would be represented as an independent model. It would be programmed to follow the player, and act aggressively/defensively/passively towards threats to the player. This could be too big of thing to accomplish though, and could effectively render the party as having 5 members, which could throw the balance of the game off. This could also be hazardous for the creature when it comes to puzzles. Pits, and timed gates/doors/whatever could end up trapping the creature. This could be remedied by allowing the player to issue commands to the creature (follow/wait), and allowing the player to summon to their side at the cost of mana with a spell.

    2.) The creature would be represented as another member of the party (this would be dynamic in the case of summoning). It would not require a model, or special programming to interact with the world. It would be fully controlled by the player, just as other party members are.
This isn't even broaching the thought of the skills/stats of the creatures, how they would be granted to the player, if they would level with the player, a stat the player has, or independently. Just how they would be represented in the world, and if any way of representing them would work well and actually be worth taking the time to make.

Thoughts?
Megami
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Re: Summoning/Familiars/Animal Companions

Post by Megami »

First option would definitely break the puzzles and made fighting in narrow and closed areas chore.
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Patch
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Re: Summoning/Familiars/Animal Companions

Post by Patch »

Megami wrote:First option would definitely break the puzzles and made fighting in narrow and closed areas chore.
Agreed. Though, player made maps may be able to alleviate some of that, so the feature could be specifically aimed at that.

Any thoughts on the second option?
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eharper256
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Re: Summoning/Familiars/Animal Companions

Post by eharper256 »

Actually, I'd combine the two. I'd have no. 2, so it doesn't get in the way and fall down pits (and its easier to program, presumably), but make the companion attack automatically. Last thing you need is a fifth party member to have to control, especially if its a magic casting thing!
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Patch
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Re: Summoning/Familiars/Animal Companions

Post by Patch »

eharper256 wrote:Actually, I'd combine the two. I'd have no. 2, so it doesn't get in the way and fall down pits (and its easier to program, presumably), but make the companion attack automatically. Last thing you need is a fifth party member to have to control, especially if its a magic casting thing!
That would make sense. Do you think it should take the place of the fourth party member though? Or be a fifth? Hell, if someone made a group with four classes that had companions, you could end up with 8 party members. :shock:
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HaunterV
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Re: Summoning/Familiars/Animal Companions

Post by HaunterV »

I suggest this for a single character party.
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Porkdish
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Re: Summoning/Familiars/Animal Companions

Post by Porkdish »

I'd be inclined to handle them much like the mage's elemental protection spell. Imply the presence by the GUI. Limit them by duration to avoid a permanent extra party member. For creatures that attack, give them a unique attack sound and/or graphic like the different weapon swings. Have them run their attacks on a timer, swing/strike when able independent of player interaction at any facing enemy within one tile.

The more powerful summons could temporarily occupy one or both the mage's weapon slots to bring a handicap and represent the difficulty to maintain the spell.

If the mage dies while a summon is active, then I'd have a chance based effect to spawn the creature as a separate, now wild, enemy.
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Patch
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Re: Summoning/Familiars/Animal Companions

Post by Patch »

Porkdish wrote:I'd be inclined to handle them much like the mage's elemental protection spell. Imply the presence by the GUI. Limit them by duration to avoid a permanent extra party member. For creatures that attack, give them a unique attack sound and/or graphic like the different weapon swings. Have them run their attacks on a timer, swing/strike when able independent of player interaction at any facing enemy within one tile.

The more powerful summons could temporarily occupy one or both the mage's weapon slots to bring a handicap and represent the difficulty to maintain the spell.

If the mage dies while a summon is active, then I'd have a chance based effect to spawn the creature as a separate, now wild, enemy.
Those are all great ideas!
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