Author Topic: The 12 Blessed Guilds  (Read 3516 times)

Vasae

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The 12 Blessed Guilds
« on: June 09, 2014, 02:12:17 AM »
Taken from a stream a couple weeks ago, some art work for the 12 Blessed Guilds the game characters of Delver's Drop hail from.



From Right to Left. I find it, personally, interesting that all the Guilds have a color scheme that binds them together. It makes sense I suppose, just an interesting and creative way of showing that certain classes are in the same over arching organization. I think the one (that we've seen at least) that is the easiest to miss is the Harlequin and the Bard though that's probably on account of one being in the game and the other just concept mostly.

The Hanged: Rogues and Assasins (Purples, Indigo and Steel)

The Wild Beloved: Beast Keepers (Browns and Magenta? Hard to say since Beast Keeper is the only class in the game)

The Spiritgazers: Sorcerers (Teals and Violet. Only one class to reference)

The Sword Scars: Gladiators (Oranges and Browns. Only one class to reference)

The Forge Seers: Elementalists (Chartreuse and Purple. Only one class to reference)

The Searing Winds: Musketeer (Dark Blues, golds and reds. Only one class to reference)

The Night Eyes: Huntsman (Not Appearing in this Game)

The Dawn Watchers: Templar (Not Appearing in this Game)

The Bone Wardens: Not Appearing in this Game

The Lightdrinkers: Not Appearing in this Game

The Compass Blades: Cartographer (Not Appearing in this Game)

The Gilded Smiles: Harlequin and Bard (Gold, Teal and Red. Bard does not appear in this game)
« Last Edit: June 09, 2014, 02:18:51 AM by Vasae »

Quady14

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Re: The 12 Blessed Guilds
« Reply #1 on: June 09, 2014, 04:32:20 AM »
I really want to see the Cartographer class of The Compass Blades featured in a future title, a class focused all in exploration and charting out territory, could be interesting and useful, particularly if Pixelscopic goes with a turn-based strategy game route at some point. I guess essentially all they would be is scout units in essence, but I could imagine some really good perks for them right off the bat.

I do wonder how directly guilds themselves will be referenced within The Drop, we'll be pretty disconnected from society and all that for its duration, so passing mentions from Drop inhabitants might be as much as we see or hear. One thing I think would be really cool though is if certain NPCs would recognize your character as being part of a certain guild and maybe providing item shop discounts or freebies, or alternatively raising prices/shooing you off without a second thought.

Might feel a little bit cheap and frustration-inducing depending on the situation however. Imagining a player who's desperate for some health and has plenty of money to spare only to be turned away by a prejudiced shopkeeper, that would be a little awful. XD Then again, if it went the Spelunky/Eldritch route where you can straight up steal from the shop and/or kill the shopkeeper, it could make for some very fun stories of just barely saved runs as well as hilariously flubbed ones.
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Deltius

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Re: The 12 Blessed Guilds
« Reply #2 on: June 09, 2014, 10:13:00 AM »
Thanks for posting this, Vas!  I can never make the streams and this is some cool info/visuals here!  I also enjoy and find it interesting how the classes seem to have a binding color scene to their guild.  There's only a few guilds that have more than one class, but nonetheless you can see the ones that do, definitely have similar color scenes.

 And as Quady said I am also interested in seeing how being a certain class or Guild will effect the way the game turns out for you.  Whether it's how NPC/monsters react towards you or maybe even how they traverse the Drop, some classes able to get to some parts that others cannot and vice versa!
“If you want to say something and have people listen then you have to wear a mask. If you want to be honest then you have to live a lie.” -Banksy

Doomspeaker

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Re: The 12 Blessed Guilds
« Reply #3 on: June 09, 2014, 11:48:15 AM »
Good job Vas.


Cartographer ... The Compass Blades ... scout units
Lovely idea. Perks could range from faster movement (additional movement distance etc), to sharing target-range, to adding bonuses for certain territories etc. Just something that would make them usefull even after you would have finished scouting.

I do wonder how directly guilds themselves will be referenced within The Drop, we'll be pretty disconnected from society and all that for its duration, so passing mentions from Drop inhabitants might be as much as we see or hear. One thing I think would be really cool though is if certain NPCs would recognize your character as being part of a certain guild and maybe providing item shop discounts or freebies, or alternatively raising prices/shooing you off without a second thought.

Noting stops some Delvers from becoming merchants instead of trying to escape, so there's always a chance to find someone that still recognizes your guild.


Might feel a little bit cheap and frustration-inducing depending on the situation however. Imagining a player who's desperate for some health and has plenty of money to spare only to be turned away by a prejudiced shopkeeper, that would be a little awful. XD Then again, if it went the Spelunky/Eldritch route where you can straight up steal from the shop and/or kill the shopkeeper, it could make for some very fun stories of just barely saved runs as well as hilariously flubbed ones.

If it isn't total off the hook random rng that decides how merchants react towards you (so ensure that you can't get hit by a bad streak of luck), it would be pretty cool. Imagine you have no money and walk into the shop frustrated to see what you will miss and the shopkeeper suddenly decided to give you a freebie? From now on such player might check up every shop because they know it might be worth the walk even without money.

But then again if the shopkeeper could also attack you on sight, that might scare off people. What's the point of shops if they can be something entirely else then? Guess it all depends on how you want shops to be seen.

Stealing from the shopkeeper? If they just have level appropriate stuff, that would be cool, but since DDrop isn't one continuos level like Spelunky for each stage, wouldn't you just run out of the shop the get rid of the merchant?

Quady14

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Re: The 12 Blessed Guilds
« Reply #4 on: June 09, 2014, 04:16:16 PM »
Quote
Stealing from the shopkeeper? If they just have level appropriate stuff, that would be cool, but since DDrop isn't one continuos level like Spelunky for each stage, wouldn't you just run out of the shop the get rid of the merchant?

That's a good point. Maybe if it also took the consistent shopkeeper aggression throughout each consecutive area? As in if you leave the shopkeeper alive he'll tell all his shopkeeper friends what a jerk you are and they'll be automatically hostile towards you; doesn't fix the issue that you could just run in and out, stealing items quickly without being pursued, but it would make shops more off-limits unless you want to risk the health loss to grab some gear from them. Or rather than becoming hostile they all hike up their prices even more out of spite for your past unsavory actions if you do decide to pay...

What about if they had some security measures to prevent you from nabbing items and leaving so easily? Either bouncer-type NPCs guarding the exit who you'd have to kite around to avoid taking damage after swiping goods, or some kind of pitfall system that drops all their wares down a pit to another peddler down below? Realistically that would probably break most of the merchandise, but it's an idea. XD

Might also be neat to work that into the different classes taking particular roles, because a Rogue would be more likely to take up the role of a merchant, peddling goods they've scavenged from the Drop, while a Gladiator (or an Assassin more likely since they're from the same guild) would be more likely to take up work guarding the Rogue's shop from troublemakers. Would add a nice interaction between the different guilds and classes within the game world itself.
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Doomspeaker

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Re: The 12 Blessed Guilds
« Reply #5 on: June 09, 2014, 07:24:15 PM »
Hm, I'd like other shopkeepers hiking up prices, but then again, how would they know that you stole from another shopkeeper? Spelunky already uses weird mubo jumbo to explain why shopkeepers can keep in touch, but that would not work for DDrop.

As for hiking up prices, that would depend on how prices and the chance of finding gold increase.

 

Ryan Baker

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Re: The 12 Blessed Guilds
« Reply #6 on: June 12, 2014, 10:30:26 AM »
I would really like to drop some minor references to all the 12 guilds in DDrop, in order to set up any future games we might work on. The dream of my 13-year-old gamer heart is to make a Delver's game in each RPG sub-genre, including turn-based (JRPG style), tactics / strategy, true roguelike, etc.

Anyway, as for shops having different prices, that is something I would probably work into the characters' perk trees - so the Rogue could upgrade perks to get lower prices, and so on (or better selling prices). As for shopkeepers being fightable / killable, stealing items, etc, I'm honestly not sure yet. I was actually trying to prevent shopkeepers from being (or even looking) attackable, mainly for technical reasons - it would be hard to animate one more character using the humanoid skeleton that the playable characters use. More art for 8-directional movement, more animations / more-detailed animations for attacking, walking, etc. But I will try to come up with something interesting or secret that can be done with shops.

As for all the other guilds, I actually have a list of the other classes loosely thrown together, totallng 3 classes per guild. These are not set in stone, and might change from game to game based on the needs of the gameplay systems or balance. So like final fantasy, in one game the Hanged guild might have a Rogue, Assassin, and Executioner, and in the next the Executioner might be replaced with a "Noose-Cutter" or something. As long as it still fits the theme of the guild, I'm okay with assuming that in the DDrop world, that while the guilds are set (there are always 12, and they have a consistent theme), they are somewhat organic in their members, and classes can come and go or change to something slightly different. So as another example, the Assassin might become a Headhunter in another game - they are still one who targets someone for capture or assassination (and therefore fits into the Hanged guild), but they might slightly have different mechanics or backstory.

I sent Vasae the list of all the guild/class ideas if he has time to post it up here, I'm cool with that being public. Just fair warning that the classes won't necessarily be referenced in DDrop, and it's all subject to change! :D

Pixelscopic Co-Founder, Vision Director


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Re: The 12 Blessed Guilds
« Reply #7 on: June 12, 2014, 01:27:38 PM »
13 old Baker is a good boy, keep listening to him!

I think you could at least reference most classes in the possessive Affixes ("Executioner's", "Murkmomancer's" etc), as it would be a nice nonintrusive way to sneak in their names.  :P

It makes sense that some classes would change over the time and it's a nice justification to mix things up. Especially Final Fantasy ran into problems with classes being to narrowly defined later down the road. After all there is only so much you can change about a Black Mage, but as long as the class exists, it will without a doubt overshadow any other elemental caster for example.

(The Hanged Ones could also totally use a graverobber, since it fits theme quite well)

GOG CLASS-POSTING VAS!



I'm drifting off a bit, but how do humanoid enemies attack anway? Since one of the selling points of the Undelver was that it wield you previous gear to some extent and Matt mentioning once the humanoids can pick up weapons, does that mean that one could stick any weapon to them, or do they get some fixed attacks?

Ryan Baker

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Re: The 12 Blessed Guilds
« Reply #8 on: June 12, 2014, 01:46:20 PM »
All humanoid characters can theoretically do anything the player can do since they will share the same basic Spine animation skeleton. This is good in that they can do lots of things, but bad in that it's annoying for coby to add NEW things for them to do (like a totally unique attack animation state). So anyway, whenever the AI is hooked up they should be able to pick up weapons and attack with them just like the player (same properties and all that). They can also drop this weapon and you can then equip it yourself. They can also theoretically have shields, shield dash, back-dash, etc.

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Re: The 12 Blessed Guilds
« Reply #9 on: June 12, 2014, 01:58:50 PM »
That's very decent. That alone will make for very varied fights until to the last level.

Could even work to fight other Delver classes then (mimiboss or as a nice tease for the multiplayer). Would AI also encompass switching between different weapons?

Ryan Baker

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Re: The 12 Blessed Guilds
« Reply #10 on: June 12, 2014, 02:55:51 PM »
We will probably limit the fights to Undelver versions of other classes for story reason - but they should have the same physics / abilities as the player classes, and ideally will be able to use any/all equipment and special abilities. Or they may have Undelver-specific special abilities. I can't guarantee all of this, or even if they *can* juggle multiple items, that they can do it smartly. Not sure how intelligent the AI will be just yet, but hopefully good enough to make you believe you're fighting another delver :)

Pixelscopic Co-Founder, Vision Director


Vasae

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Re: The 12 Blessed Guilds
« Reply #11 on: June 12, 2014, 04:29:06 PM »
I sent Vasae the list of all the guild/class ideas if he has time to post it up here, I'm cool with that being public. Just fair warning that the classes won't necessarily be referenced in DDrop, and it's all subject to change! :D

Alrighty.

(The Hanged Ones could also totally use a graverobber, since it fits theme quite well)

GOG CLASS-POSTING VAS!

Grave Robbers sounds more like Bone Wardens Doom.
« Last Edit: June 12, 2014, 05:01:54 PM by Vasae »

Vasae

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Re: The 12 Blessed Guilds
« Reply #12 on: June 12, 2014, 05:31:15 PM »
Going to do this in a separate post.

The Hanged: Cutthroats of Dark Justice
  • The Rogue: Death Comes to All
  • The Assassin: Honor over Law
  • The Executioner: Better Hanged than Unjust

The Sword Scars: Embrace Pain and Death has no Hold
  • The Gladiator: Pain Breaks the Grip of Death
  • The Slayer: What doesn't Slay us makes us Mighty
  • The Marauder:

The Dawn Watch
  • The Templar: When the Night Ends, We Stand
  • The Chevalier: Standting Guard in the Darkest Hours
  • The Sentinel: In the Morn, We Remain

The Forge Seers
  • The Elementalist: Refined in Radiant
  • The Brandisher: Guardians of the God's Gate
  • The Torch Bearer: Every Element needs it's Master
  • The Wizard:

The Night Eyes
  • The Huntsman: Wary, Watching, Waiting
  • The Trapper: We see you.
  • The Stalker: The Night Cannot Hide Nefarious Intent

The Wild Beloved
  • The Beast Keeper: In the Wild and of the Wild
  • The Skinchanger: The Pure Life of the Wilderness, Free from Taint
  • The Windchanger: The Savage are More Civilized
  • The Dragoncaller/The Dragonsinger:

The Searing Winds
  • The Musketeer: Booms are Our Business
  • The Tinker: Explosions are Fun
  • The Demolitionist: Combustion is Cool

The Spirit Gazers
  • The Sorcerer: We See Within
  • The Conjurerer: The Secrets of the Soul are Ours to Behold
  • The Exorcist: The Truest Form is Within
  • The Seer/Spirit Seer/Dead Speaker/Spirit Speaker: We Gather the Hidden
  • The Enchanter: We Gather the Hidden Source

The Bone Wardens
  • The Sawbone: Wrought from Death, Precious Beyond Compare.
  • The Metal Wright: Separate the Rough from the Exquisite.
  • The Artificer: Adding Artistry to the Beautiful
  • The Cryptmaster/The Cryptkeeper:
  • The Tinker(?):
  • The Undertaker:

The Compass Blade: Time Mages and Teleporters
  • The Delvermaster: Finding the Truest Path.
  • The Cartographer: Never Lost
  • The Wayfarer: Defending the True Direction.

The Light Drinkers
  • The Herbalist: Gotta Heal Them All!
  • The Cleric: Bringers of Life, Bearers of Light.
  • The Wonderworker: Mending the Broken
  • The Mystic:

The Gilded Smile
  • The Harlequin: Truth Hides Behind Lying Smiles.
  • The Courtier: Appearances can be Deceiving.
  • The Bard: Etiquette Covers all Manner of Flaws.
« Last Edit: June 12, 2014, 05:50:03 PM by Doomspeaker »

Doomspeaker

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Re: The 12 Blessed Guilds
« Reply #13 on: June 12, 2014, 05:36:19 PM »
Come to think of it, none of the guild really seem to have a place for thieves, bandits and the likes, as the Hanged aren't focused around stealing either. Bonewardens seem like guys that honor the dead, so I don't exactly seem them having graverobbers either.

crinaya

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Re: The 12 Blessed Guilds
« Reply #14 on: June 12, 2014, 07:39:43 PM »
It vaguely reminds me of the theology created by Scott Lynch in the Gentlemen Bastards fantasy books.  There are twelve gods that specifically rule over different aspects of life, each with it's own church and servants...  But there's an unspoken thirteenth god that supposedly looks out for thieves and con men. 

 

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