This post is a summary from the discussion that happened on the 31.03.2025. It is meant to achieve the following:
- Motivate @Vasilis to write the core design doc.
- Get the opinions from staff as there are a lot of different ones.
As with any discussions, please keep it cool.
Summary
This summary is without usernames, so there will be conflicts in points raised.
Corner of Shame
When people got off-topic when discussing this.
- Allergy attacks
- Headaches from congestion
- Me shilling Discourse
- Making the game 18+ causing it to be banned in Germany as a takeover strategy
- Cries of help over technical debt
- Flipp was there
- Signal group chat (There is none)
- Slime allegations
- ERP chips
Summary of points raised
Warning: Messages were interpreted by me when they were unclear. This means that some of this may not reflect 100% what the message author intended to say. Please point out any mistakes, I will correct the mistake.
- Playable species do not need to be unique, they just need to look different.
- It is a roleplaying game, species do not require major feature differences.
- People want to express their individuality checks discord message, not because they want to darksouls a spess game
- This may lead to species bloat.
- Will make it so design docs would not be needed as the only difference is sprites and names as there is no gameplay implication.
- It is a roleplaying game, species do not require major feature differences.
- Species should be allowed to have niche abilities as long as the combat balance is not horribly destroyed.
- Example (I do not know if this was a shitpost): “Slimes should be able to pick any body shape and marking and making it slimy, so they can be abominations”
- Abilities that are not communicated properly are a bad first impression for first time players.
- Example: Vox N2 tank juggling.
- Abilities with downsides are forced even though people want to play that species just for the looks.
- Example: Vox suit storage is blocked, so playing security is more difficult / different as you cannot put a gun in your suit storage slot.
- It is interesting for species to play differently gameplay wise.
- Give people the ability to toggle species abilities on or off. Basically traits.
- Suggested: “Species Points” that everyone can spend how they want
- There was some disagreement to this.
- If people can mix and match abilities from a species, what stops someone from only picking upsides if there are granular settings for the abilities?
- Could just be either no species traits or full traits with all downsides and upsides
- This could cause confusion if you think a person needs N2 to breathe, but they actually require O2.
- “I worry it will turn into Project Zomboid where everyone is a slightly underweight smoker”
- Could just be either no species traits or full traits with all downsides and upsides
- Custom species names
- Concerns over moderation were raised.
- Human and human-like species can be put under one general humanoid species.
- Reptilians and Vulpkanin can be merged into a generic all-encompassing anthropomorphic species, featuring tail pulling (tails would be visually enforced) and claws. Would either need a different downside, or an exclusive warm-blooded/cold-blooded toggle that toggles whether they’re vulnerable to heat or cold.
- Markings would be used to make the different species, accents would use a selector (Available accents would probably be based on the markings used)
- Other species can be given their own additional variants in the future
- Species that have custom mechanics should have exclusive immediately visually identifiable features.
- Examples include: Vox and their raptor stance, spiders with multiple arms, dionae with their branches
- In other conversations, a sub-species system was mentioned
Please discuss any further species related things here until a core species design doc is made.