diff --git a/.obsidian/workspace.json b/.obsidian/workspace.json index d460519..ffb8281 100644 --- a/.obsidian/workspace.json +++ b/.obsidian/workspace.json @@ -4,11 +4,11 @@ "type": "split", "children": [ { - "id": "a2f0b9af136b475f", + "id": "468c5690accffda7", "type": "tabs", "children": [ { - "id": "e6d635310d9fd7d2", + "id": "2130229094d59c02", "type": "leaf", "state": { "type": "empty", @@ -178,6 +178,7 @@ }, "active": "696ea77b2b9f72c9", "lastOpenFiles": [ + "Kai's Kit Suggestions.md", "World-Kit Reference Guide.md", "Character Relationship Web.md", "Worlds/Umbros - Shadow Realm.md", diff --git a/Kai's Kit Suggestions.md b/Kai's Kit Suggestions.md new file mode 100644 index 0000000..65f446c --- /dev/null +++ b/Kai's Kit Suggestions.md @@ -0,0 +1,214 @@ +# Kai's Kit Suggestions for Nathan + +*High-level concepts for Nathan to develop with his mechanical expertise* + +--- + +## Design Philosophy Notes + +Based on Nathan's existing character designs, I notice these patterns that make his work exceptional: + +### **Nathan's Innovation Patterns:** +1. **Dual-state mechanics** (human/beast, innocent/nightmare, ranged/melee) +2. **Resource management beyond mana** (rage, consciousness, dimensional energy) +3. **Environmental interaction** (battlefield changes, persistent effects) +4. **Narrative integration** (abilities tell character stories through mechanics) +5. **Skill expression through complexity** (not just button mashing, but meaningful choices) + +### **What Makes Nathan's Designs Special:** +- **Emotional storytelling through gameplay** (Hokura's family weapon names) +- **Lore-integrated mechanics** (Revier's revenge bonus vs Iku) +- **Complex transformation systems** (Umoya's trauma-triggered form changes) +- **Innovation beyond current MOBA standards** (things League/Dota aren't doing) + +--- + +## Kit Concept Suggestions + +### **Portal Tactician - "The Dimensional Strategist"** +**World Assignment**: Nexus (Crossroads World) +**Role**: Support/Utility +**Core Fantasy**: Reality-hopping strategist who manipulates battlefield geography + +**High-Level Concept:** +- Creates **persistent portals** on the map that teammates can use for repositioning +- Ultimate creates **pocket dimension battlefield** - pulls enemy into isolated 1v1 space +- Portal placement becomes strategic mini-game with dimensional energy resource management +- Team coordination around portal network creates macro-level strategy + +**Nathan's Mechanical Development Potential:** +- Portal durability/energy costs for balance +- Portal interaction rules (who can use, cooldowns, etc.) +- Pocket dimension mechanics and escape conditions +- Resource management for dimensional abilities + +--- + +### **Symbiotic AI - "The Conflicted Consciousness"** +**World Assignment**: Keth-7 (Cybernetic Haven) +**Role**: ADC/Assassin +**Core Fantasy**: Human-AI merger where two consciousness disagree on tactics + +**High-Level Concept:** +- **Dual consciousness bars** - AI wants efficiency, Human wants creativity +- Abilities change based on which consciousness is dominant +- Internal conflict creates resource management through negotiation +- Form switching based on consciousness agreement/disagreement + +**Nathan's Mechanical Development Potential:** +- Consciousness switching mechanics and triggers +- Ability variations between AI-dominant vs Human-dominant states +- Resource costs for consciousness control +- Skill expression through internal conflict management + +--- + +### **The Forge-Master - "Combat Blacksmith"** +**World Assignment**: Pyrros (Forge World) +**Role**: Fighter/Tank +**Core Fantasy**: Blacksmith who creates custom weapons during combat + +**High-Level Concept:** +- **Mid-combat crafting system** - combines materials from killed minions/monsters +- Temporary weapons with different stats/abilities based on materials used +- Crafting speed vs weapon quality trade-offs +- Material scarcity creates strategic resource decisions + +**Nathan's Mechanical Development Potential:** +- Crafting interface and timing mechanics +- Material types and weapon combinations +- Temporary item duration and power scaling +- Integration with existing item system + +--- + +### **Dream Walker - "Reality/Nightmare Manipulator"** +**World Assignment**: Umbros (Shadow Realm) +**Role**: Mage/Support +**Core Fantasy**: Specialist who manipulates consciousness and dream states + +**High-Level Concept:** +- Abilities work differently based on **day/night map cycle** +- Can put enemies "to sleep" in **dream dimension** with altered physics +- Dream state creates temporary battlefield changes +- Team coordination around sleep timing and dream manipulation + +**Nathan's Mechanical Development Potential:** +- Sleep mechanics and dream dimension rules +- Day/night ability variations and transitions +- Dream state interactions and escape conditions +- Counterplay and balance considerations + +--- + +### **Scavenger Engineer - "Desert Improviser"** +**World Assignment**: Moc (Desert of Scarcity) - *Potential for Izar* +**Role**: Support/Fighter +**Core Fantasy**: Survivor who builds equipment from battlefield salvage + +**High-Level Concept:** +- **Salvages destroyed structures/abilities** to build temporary equipment +- Everything is improvised, jury-rigged, and temporary +- Salvage quality degrades over time +- Strategic timing of what to build and when + +**Nathan's Mechanical Development Potential:** +- Salvage interaction mechanics and material types +- Construction system for temporary structures/weapons +- Degradation mechanics and timing balance +- Integration with existing destruction events + +--- + +### **Storm Rider - "Sky Warrior"** +**World Assignment**: Aethros (Floating Realm) +**Role**: Assassin/Fighter +**Core Fantasy**: Aerial combatant who controls weather and gravity + +**High-Level Concept:** +- **Altitude mechanics** - abilities change based on height above ground +- Creates updrafts/downdrafts that affect all characters in area +- Elevation management becomes positioning mini-game +- Weather effects influence entire battlefield temporarily + +**Nathan's Mechanical Development Potential:** +- Altitude detection and ability scaling systems +- Weather effect areas and durations +- Terrain interaction with air currents +- Positioning skill expression through elevation + +--- + +### **Time Refugee - "Temporal Anomaly"** +**World Assignment**: Any World (Time Lords recruitment error) +**Role**: Mage/Assassin +**Core Fantasy**: Someone pulled from wrong timeline, phases between eras + +**High-Level Concept:** +- **Phase shifting** between "past self" and "future self" with different abilities +- Can briefly exist in both states simultaneously for combo potential +- Timeline synchronization creates complex interaction opportunities +- Temporal energy management for phase control + +**Nathan's Mechanical Development Potential:** +- Phase timing mechanics and state transitions +- Simultaneous existence rules and interactions +- Temporal energy resource system +- Combo potential between timeline states + +--- + +### **Corporate Escapee - "Reformed Executive"** +**World Assignment**: Keth-7 (Cybernetic Haven) +**Role**: Support/Tank +**Core Fantasy**: Ex-corporate leader who uses company resources against the system + +**High-Level Concept:** +- **Hacked corporate abilities** - surveillance, resource allocation, team coordination +- Abilities get stronger when protecting teammates (reformed leader protecting others) +- Can temporarily "employ" allies for enhanced coordination +- Corporate knowledge creates information warfare capabilities + +**Nathan's Mechanical Development Potential:** +- Team buff mechanics and employment systems +- Information gathering and sharing abilities +- Resource allocation between teammates +- Corporate vs resistance identity conflict + +--- + +### **Poison Garden Keeper - "Toxic Botanist"** +**World Assignment**: Jabay (Jungle Paradise) or Moc (Desert Scarcity) +**Role**: Support/Mage +**Core Fantasy**: Plant specialist who cultivates battlefield toxins and remedies + +**High-Level Concept:** +- **Plants seeds** that grow into different utility plants over time +- Poison plants vs healing plants based on seed type and care +- Garden management becomes strategic layer +- Environmental control through botanical warfare + +**Nathan's Mechanical Development Potential:** +- Plant growth timing and interaction systems +- Seed types and garden planning mechanics +- Plant synergies and combinations +- Area control through botanical placement + +--- + +## Notes for Nathan + +These are **raw creative concepts** meant to inspire your mechanical genius, not finished designs. Each concept is built around: + +1. **A unique mechanical innovation** that doesn't exist in current MOBAs +2. **World integration** that makes sense with our established lore +3. **Skill expression potential** for competitive depth +4. **Narrative coherence** where abilities tell the character's story + +Take whatever sparks ideas and develop them with your mechanical expertise. The specific abilities, cooldowns, balance numbers, and interaction rules are all your domain - I'm just providing the creative starting points. + +Looking forward to seeing how you transform these concepts into the kind of brilliant, innovative character designs you're known for. + +--- + +*These suggestions are meant to complement Nathan's existing design work, not replace or compete with it. All mechanical development, balance considerations, and final implementations remain Nathan's expertise.* \ No newline at end of file