Fantasy elements like water and fire and air and lightning and ice are so completely and utterly overused
We need new more interesting fantasy elements like cement and silicon and microbe and synergy and slime and radioactivity and electromagnetic waves and thought and spacedust and disorder and myth and science and romanticism and abstract minimalism and mathematics and love and hatred and transformation and force and lassitude and prehistoric and cyberpunk and beneficial mutation and agility and music and blood and armour and hierarchy and spectrum and indistinction and paranormal and paranoid delusion
We need to like just replace standard fantasy elements with a shitton of different aesthetics and keep using them like elements
I’m going to be creating a new music player browser app thing that plays music of a user-defined playlist you create from your hard drive. But, not your usual kind of playlist.
The idea is basically that while most music playlists are linear, this one would allow you to create a “CYOA” branching playlist where multiple songs could be connected to each song so you could create a “soundtrack environment”, or a “music gamebook”. You’ll be able to give each node an optional nickname and tag, and each tag can have an icon and a colour.
Grævonia and Aeterna should have two separate heraldic motifs so Grævonia is the place of heraldic beasts with heraldic beasts on its shields and Aeterna is like abstract environment motifs
This is a rather neat paper I’m reading, it noted that while placental mammals sometimes have hooves or flippers marsupials never do because they need grasping arms to reach the pouch
And I was like huh I seriously never thought about that
Does that mean they could have hooves on their hind half
And then I suddenly got this utterly ridiculous lightbulb of what if hippogriffs were like marsupials, omg I have solved hippogriffs
The ancestor backstories for my “Fuchsia White” thing are suddenly really clicking into place
The ancestor of Virid, the cœthonian (wingless griffin), was going to have made this small sun thing that was supposed to brighten up the world but was just this huge disaster that dried/burned up everything in the area right
Today I randomly imagined him having techno-wings just because hey you want legendary ancestor characters to look cool and grand and then I realised… wings, sun—maybe I should call him Daedalus
And (aside from the fact it should be Icarus but he’s supposed to be a patriarch so w/e) that’s like the perfect name because he totally didn’t consider the sun was going to be such a disaster when what did he expect :p
And then there’s Fuchsia’s ancestor who I called Candora, just because I randomly imagined her being coloured white and that seemed like a good name (candour = whiteness as well as brightness & being candid) but then I realised oh Fuchsia is like feminine/feminist and Pandora was the first woman in that story :o
They’re just accidentally all turning into weird loose Greek mythology references when I didn’t really plan that or try for it?
Awgawsh the yaoi hands artes would be such an amazing nightmare
So, the other day, I got an interesting new idea for Tenkai, or what I’m now tentatively calling The Kai Project. With as many times as I’ve re-imagined this thing, though, I feel like I’d better stop and recap all the previous things it’s been, for the sake of everyone’s sanity including mine.
The whole thing started out as a bunch of “fakémon” when I was about 11 or 12. Soon enough, through their sheer style- and canon-bending nature, they organised themselves into an independent RPG-like game idea called Aeromon.
Aeromon slid from a game idea into a conventional story, then called Adventures of Kurei, because I didn’t have resources of any kind.
I ended up fiddling with a monster notebook based on the story anyway as well as game mechanics, taking it into a new phase. Monsters at first had evolutions based on their concept Pokémon-style, and then evolutions in each of a set of elements (plus sometimes one or two not associated with any elements), each often themed after animal species I thought were interesting (I remember a Chinese dragon thing having a humpback whale-like form and one called Lagarto having a “bearded dragon fire cross” form, both much less interesting than they sound).
When I actually learned a little bit about programming, I tried to actually make some kind of game, albeit a browser game made in PHP with very ad hoc coding. At this time I reworked the project with more of a Monster Farm-like idea and renamed it Tenkai basically for weeaboo reasons. Monsters had different breeds from each region, and also sometimes life-stage-evolutions they could become if they met the right conditions (old enough, in good enough condition, and sometimes some stat requirements).
Later I revisited the whole idea and redid some of the creatures from both the AoK stage and the weeaboo Tenkai stage more realistically. The project’s basic blueprint was fairly similar to that at the weeaboo stage including the breeds idea, but also brought back the “element evolutions” idea from AoK to create them (creatures also had juvenile forms). There were a number of habitat biome types or “attributes”, and monsters had variants each tagged with a different attribute or attributes. Each attribute would have certain types of abilities it would tend to have, and there was some idea though I never figured it out concretely of having each attribute be good in a certain range of other biomes and against monsters from those biomes like how real life species can often be all right in more than one biome if the biomes are similar enough.
(All the previous bullets are in more context here.)
Semi-recently, I came back to the idea of a Takumi monstergame again, deciding the project would become libre and realising that honestly the whole idea of a monstergame could go very interesting places gameplay-wise if I just exercised a little imagination; in imitation of “Retrolark Fantasy Stablehand” I expanded the title out to “Heavenscratch Beastquest Tenkai”. One idea I came up with was to give each creature a different control scheme. Monsters also had Stablehand attribute-based variants they could switch between at will to make strategy more interesting.
The monsterverse idea happened. That didn’t really change anything about the project except possibly make it part of something of a much bigger scope.
(Note: the monsterverse idea has a fairly good chance of staying into the final project as long as I don’t abandon the idea of a Takumi monstergame entirely, given I’ve found somebody who independently had basically the exact same idea to talk to about it with.)
For maybe two weeks I went into this weird completely different segue of trying to imagine “Heavenscratch Beastquest Tenkai” as a tablet puzzle game. 95% of that didn’t stick.
Weeks later I randomly got this idea of ‘what if there was this monstergame/RPG entirely centred around MBs’, which… I’m not sure if any of it stuck as ideas for the Takumi monstergame or not, but it actually caused me to rethink MBs.
I realised that the name Tenkai really didn’t so much fit the project any more, mainly the “ten” (heaven/sky) part of it. However, I liked the Kai part, so I started tentatively calling it “The Kai Project” instead. Then because of that name, the idea that caused me to write this post happened.
Well, I finally got back to my old notebooks, and you know, AoK/Aeromon might actually have been kind of epic if I’d actually had any skill at designing creatures to not just look cartoonishly generic. XD
I mean one of the central plot things was like a long time ago there was this really big war between humans and this (rogue?) army of monsters. There were some monsters on the human side fighting to defend them, though I’m not sure if there were humans on the monster side (if I’d been designing this today there definitely would have been,