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Game News Underworld Ascendant Update #39: The Mana Ecosystem

Infinitron

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Tags: OtherSide Entertainment; Sam Luangkhot; Underworld Ascendant

OtherSide Entertainment have published the first new Underworld Ascendant development update since the pre-alpha release and publisher announcement back in August. This comes after the developer roundtable session of August 22, which was extremely nerdy but not hugely informative. It looks like they're pushing right on to alpha without stopping for breath. The topic of the new update is Ascendant's mana ecology, a concept that has been mentioned before - although it's now becoming more fleshed out in terms of implementation. I quote:

One of the elements we loved most about the original Ultima Underworld was how the world felt like a real place that existed without you.

Our forum-goer Setho10 put it well: “I think maybe the best way to sum it all up though would be to say that the world reacted as you would expect. AI reacted in a far more realistic way than in any game I had played before. I specifically recall wounded enemies fleeing from battle. It was the first time in a real time game I can think of where enemies did more than follow one simple basic pattern. These AI had different states and that was impressive and immersive in a way that is just indescribable. […] It felt like this was a real living world not a set of levels created by a designer, and more than anything that is what makes Underworld so impressive to this day.”

We knew that Underworld Ascendant needed to be designed as an interactive world, but also one that lived and breathed when the player wasn’t around. Everything from the lighting to the creatures’ animations are all being considered as integral to Ascendant’s world-building.

One element where this immersive ecology has been coming online is mana, which our lead designer Tim Stellmach describes as, “Not only is it the resource used to cast spells, it is actually concentrated in packets in the material world. Characters recover mana by touching and consuming these invisible free-floating bits of mana in the air.”

How does that affect the world? The entire in-game ecology is based around it. Wisps – benign, ethereal creatures who float throughout The Stygian Abyss – feeding on mana in the environment and excrete “sunlight” (infrared, ultraviolet, and visible light).

They fill the role of “the sun” for the flora and fauna in The Stygian Abyss, they are an essential part of the underground ecosystem.

Meanwhile, undead creatures, rather than being seen as capital “E” evil, have a parasitic relationship with mana, devouring it to ambulate in a sad parody of life and giving nothing in return.

Another recent aspect of this in-game? This “sunlight” leads to flora, which is eaten by various fauna, like our “ambient” creatures, who generally mind their own business in the world, but have interesting behaviors that the player can exploit to their advantage.

Our current favorite ambient creature is the Deep Slug, who can be baited with certain types of food and leaves useful effects in its wake, like a flammable slime trail. Toss its favorite food into the patrol path of a few enemies or by a wooden support of an archer tower, add fire, and enjoy. (Feed it something else interesting? And discover the results…)

We recently peppered The Umbral Mire area of the Underswamp with Deep Slugs, loaded the level up, and soon came across a scene where we witnessed a few careening by in distress, pursued by angry skeletons. We’ll have more visuals to share on the Deep Slugs soon!

We’ll definitely need to tune interactions between different creatures, but it’s nice to see the ecology starting to take hold.
OtherSide plan to host another developer roundtable in November, and they're also going to be at Unity's Unite Austin event on Wednesday to show off some gameplay footage. Maybe we'll get to see something new that isn't in the pre-alpha, although I wouldn't bet on it.
 

Ash

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One element where this immersive ecology has been coming online is mana, which our lead designer Tim Stellmach describes as, “Not only is it the resource used to cast spells, it is actually concentrated in packets in the material world. Characters recover mana by touching and consuming these invisible free-floating bits of mana in the air.”

So no constant passive mana regeneration? Good.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
One element where this immersive ecology has been coming online is mana, which our lead designer Tim Stellmach describes as, “Not only is it the resource used to cast spells, it is actually concentrated in packets in the material world. Characters recover mana by touching and consuming these invisible free-floating bits of mana in the air.”

So no constant passive mana regeneration? Good.

invisible free-floating bits of mana in the air

Ummm I'm pretty sure this is more an explanation of why the game does precisely that
 

Ash

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Hmm, you may be right. I guess I overlooked the word "invisible" there.
 

Zep Zepo

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Hai Gays!

I see there is not a thread praising the genius of the "verticle slice".

So...the game is still shit...right?

Zep--
 

Leitz

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Hai Gays!

I see there is not a thread praising the genius of the "verticle slice".

So...the game is still shit...right?

Zep--
Yeah, complete and utter shit. Whenever game devs talk so much about their little ideas and their favorite ambient creature (the Deep Slug, pretty interesting) you get the idea that they've nothing purposeful on their kickstarter money filled hands.
 
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Enemies fleeing from battle is hardly new....it's just usually cut because it gets fucking annoying outside of Wizardry blobbers, where it's invariably a strategy vs tactics choice (I can use X ability that can make a surprisingly large number of enemies flee, i.e. an insanely overpowered ability in the context of this one combat, but I don't get any xp for those enemies).

In other games, it's just busywork to go and hunt down those wounded enemies, because they'll either insta-recover and attack you again if you leave them, or you won't get any exp or loot from them.

What's needed is a system that gives you tools for preventing fleeing enemies. So if you're going hunting, you don't just find a pack of deer/wolves and start hacking at them like a retard - you set a bunch of traps first, and then hack at them as a ploy to make the fleeing enemies get stuck in those traps.

And an appropriate reaction system. After all, if you're using those traps on humans (or goblins or any other sentient species), you obviously weren't just defending yourself or getting into an honest man's round of fisticuffs. You were hunting humans you sick fuck!
 
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Oh, and btw. Someone else already mastered the 'organic mana regeneration system' so hard that every other developer had better go home and just stick to auto-regenerating (or sleep-regenerating) mana for fear of suddenly discovering their butt has been reamed. It's called The Void. Play it.
 

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