Behold! All the things that I think Cashmere would have in their inventory/on their person!
pictured is: a pouch for money, the door that appeared on their chest after dying and being revived shortly after (it stores a heart made of magic), the key used to open the aforementioned door (it was crafted by Cashmere’s mentor), a plush bunny gifted to her by her brother when she was a child (its name is Chiffon), a long thin bottle to collect tears, a poison ring, three bottles for the potion Cashmere has to take when she experiences too big of a negative emotion and experiences The Symptoms, a diary that never runs out of pages, two sharp hair pins (deffo not going to be used as weapons) and an embroidery hoop containing a hanker chief that’s currently being embroidered
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Finally thought of a way to give Zirc a bigger, more powerful weapon while still keeping it balanced with the main knife: rather than running off some other collectible that you have to keep track of, it's the Money-Powered Chainsaw! Extended reach and extra damage BUT it costs a buck per second to use, quickly depleting Zirc's cash, which means it should only come out in emergencies.
How come some things in a game (typically RPG's) just...suck? Like of course everything can't be powerful and some things will be weaker. I mean things that should be reasonably powerful in at least one way but are actually wholly unusable in even the best environments. Like the Bearcat in Borderlands 2. A unique weapon with an extremely high rarity and it's among the worst weapons in the *series*. I see things like this often. I feel like these instances can't be something that just slips by developers.
Sometimes it is unintentional. Maybe we as designers overvalued a particular stat during design, like early stamina on wow gear, making that gear less desirable. Sometimes there's a bug in the item itself that makes it not work as intended, like the Pendant in Faxanadu which has an accidental negative multiplier on the stat boost, making it reduce attack power instead of increase it.
Most times it is intentional. Item quality can't exist in a vacuum. An item can only be good or bad relative to the other items it is compared to. Evaluating items is a skill that we game designers must cultivate in players so they can distinguish good items from bad. That can only exist when there are good and bad items to distinguish from each other. Some things are genuinely intended to be weaker than others in order to provide contrast - this sword is really good, because the other options in its level class are bad in comparison to it. This spell is good because it provides the best overall damage per magic point spent to cast it.
This means that players who know how to evaluate items get an additional feeling of appreciation when they find a new item and realize it is a good one. Finding a good item feels better than finding an ordinary item. This is another element of cultivating player skill through intentional design.
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The Goddevourer- A sword design inspired by Critical Role's haunted Moon Ruidus!
In those past months of stress, Critical Role was a huge motivation and inspiration.
It was about time that i made up a sword inspired by my favorite haunted moon, because i had it in mind for a while now.
I saw a few notes mentioning they wanted to take some of these for their RP characters and I don't mind if its for your own personal use. Credit appreciated where appropriate.
If you want props for something you intend to sell, contact me, its how I make my bread.
Recovered after an especially vicious battle against a band of Bonechewer orcs near the Hellfire Citadel, this greatsword has caught the eye of Brigade's Artificers and Blacksmiths alike. It seems that a new, undocumented Fel based enchant was combined with a unique crafting process, that combined fel shards, gemstones and fel tainted adamantite produced a fairly volatile weapon that causes vicious wounds and leaves behind taint so strong, it can bring down even the mightiest of opponents if ignored.
The Tainted Felblade is locked away in the Brigade's vault for now, awaiting further examination and experiments.
Oh my, it's been ages since I've designed a weapon. I definitely need to get back to the arcane forge and produce a couple of new weapons and jewelry. I hope you like how it turned out!
this still doesn’t feel Finished to me but I don’t know if it ever will be so I’m posting it! Behold, some of what I imagine Lanturn would have in his inventory/on his person!
pictured is: detachable stained glass horn caps, a locket which contains a picture of himself, a poison ring, a hand mirror, various jewels and jewelry, a bottle of perfume, a picker watch that doubles as a compact mirror, money and lastly one of the lanterns that he hangs from his tail!
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"This strange candlestick can be found in an abandoned place full of mysterious and old objects.
Instead of candles, there are eyeballs that have a will of their own, as they seem to choose which direction to shine.
If it sees you, its pupils will dilate and stare at you. Who knows what will happen if you make the mistake of standing there and allowing yourself to be scrutinised."
No connection with Haunted, although it could be.
The heat combined with a never-ending migraine attack is killing me and I've done this just to keep myself busy without risking screwing up an important work.
Can't wait for the heatwave to end...