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# 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.*