doc/design-balance-lore/PORTAL_STORM_BALANCE_AND_DESIGN.md
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->Portal storms are otherworldly collisions. Evil and malicious entities from inexplainable spaces are pouring into our world. However this doesn't mean it's a good way to immediately kill the character.
Portal Storms should consist of the inexplainable and the disturbing. There should be less of a focus even on our usual nether monsters, instead leaning on even more disturbing creatures.
Some things to keep in mind when working on Portal Storms:
A few of the additional goals for storms are as follows:
There are a few separate concepts dictating portal storms.
Being outside in a portal storm should draw the attention of the malicious entities being pulled into our realm by the storm. This is referred to in the code and this document as ire.
Portal storms should represent two separate ideas.
With this goal in mind, portal storms are split into two categories of event.
PassiveThese events represent goal 1 in the entry above and should reflect creatures that are more disturbing than dangerous, or behave more as obstacles than active threats. They should not be able to actively hunt the player. Passive effects happen whether or not the portal storm is aware of the Player. These are the effects of worlds colliding together, no intent, just chaos.
Passive examples include stuff like:
ActiveThese events represent goal 2 in the entry above. This is where the designs can get more awful. These entities should be actively trying to sabotage, disrupt, and destroy the player. This doesn't mean they should be strong combatants but it does mean they should be able to perceive, track and follow the player. These effects should only happen if you have built up ire and should cost ire to generate.
Active examples include stuff like:
This is relating to people looking to implement themed storms. All future storm concepts should at some level follow the above paradigm even if it isn't directly.
So you can:
ire, but still follows the idea of active danger only when outside such as a storm that passively rains blood and has monsters that can only actively track characters soaked in blood.In the code portal storm effects you wish to include should be added to one of two EOC's:
EOC_PORTAL_EFFECTS_PASSIVEThis is the EOC that triggers passive portal storm effects. These should not cost ire.
EOC_PORTAL_EFFECTS_ACTIVEThis is the EOC that triggers active portal storm effects. Any EOC that is added to this list should subsequently reduce the characters ire u_val.