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UPDATE: Xenochemistry (Roguelike chems + phrase building based chemistry)
#5
Some ideas regarding the "Xenochems" and their idea to make them idea/phrase based.

Below are some possibilities of what ideas are embedded into the new xenochems. Their actual ingame names, appearance, and physical properties would be randomized each round. The effects they would have and the things you could make when mixing them with each other would be consistent across rounds. Each round would also give you a manifest that tells you what chems you might have and what their traits are, but doesn't connect them with the random name and apperance.

Adjective class chems:
  • Large
  • Small
  • Slow
  • Fast
  • Multiple
  • Explosive
  • Delayed
  • Invisible
Noun class chems:
  • Health
  • Stamina
  • Explosion
  • Fire
  • Toxin
  • Voice
  • Vision
  • Movement
  • Size
  • Fart
  • Power
Verb Class chems
  • Increase
  • Decrease
  • Restore
  • Damage
  • Explode
  • Disable
  • Burn
  • Freeze
Trigger class chems
  • On ingestion
  • On touch
  • When heated
  • When chilled
  • Now
And that's a few of them. Creating a logical phrase from mixing the xenochems results a chem that has an effect that matches the phrase. For instance "Large+Health+Increase+On ingestion" Makes a chem that increases your total health on ingestion

Creating a bad phrase could have a few negative consequences as simple as wasting the chems to creating an explosion.
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Messages In This Thread
RE: Roguelike chems - by cyberTripping - 02-20-2018, 09:32 AM
RE: Roguelike chems - by Haprenti - 02-20-2018, 10:12 AM
RE: Roguelike chems - by Frank_Stein - 02-20-2018, 11:22 AM
UPDATED: Xenochemisty (Roguelike chems + Phrase building chem mixing) - by Frank_Stein - 02-22-2018, 03:46 PM

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