Feel free to reply giving your own feedback or ideas ; D.
First, new thoughts on casting magic!
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Rather than basing off of 5 elements and an invoke button, the new idea is to create elements by clicking on spots relative to the core (core can be the caster as well, making simple spells easier to cast). Each line is a ley line of magical power. Each section represents a different type of magic. The farther out you click (up to a point, small), the greater amount of magic is put into the specific node. I'm still unsure if I want to define types of magic or somehow work this all into 100% custom magic, defining perhaps 12 basic properties.
This will ensure that there is a much wider variety of things that can be done with magic and that magic can be cast faster.
There are two basic types of magic:
Pact- form an agreement, work in conjuction
Bound- force, control
For example, a mage might summon elementals, forcing the summons to perform tasks. Another mage might form a pact with the elementals, calling to them (thus summoning), and asking them to do tasks. Necromancy is mostly always bound magic.
Magic can come from a variety of sources (your character, a deity?, summons, and etc). This creates different types of casting: dependent and independent.
The shape of a spell system determines what kind of path it'll have. A circle might be a more aoe type spell while a line might be a target.
Shapes also play roles in nodes. A triangular node might be defensive, circular over time (regenerative, dots, etc), a point a bomb, and so on.
Spell systems can be put together to create more complex spells, for example a spell for summoning or one to cause a meteor shower.
The goal now in this development is to make spell casting faster so that a player does not need to place hundreds of nodes for a semi complicated spell.
Items will also serve a purpose to make spell casting faster. Rings, gloves, and etc might contain engravings so that spell systems can be quickly placed and invoked.
Melee
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An idea to make melee more playable removes the factor of extending/contracting the arms, thus only controlling directions. Melee still needs work to be easily playable >.>.
Story Time (yes, still extremely rough... the primary ideas are present, but eh) (will write out basics of each act as time permits)
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just a picture to convey idea:
http://www.pasles.org/circle.jpg
Firstly, download the attachment and open it up. The image is too large to upload directly (8000x6000), and no, it can't be reduced ; P. That is the first continent
Each act can be played separately, given the player is up to the act. An act can only be played through once each game.
If a player has completed an act, they can simply do boss runs if they desire.
Currently, there are 8 acts (prone to expansion). Each act can be thought of as a book (pretty long huh).
Act 1: Venture to the South
Travel about 250 miles from village to the commercial harbor city of Halfars located on the peninsula.
Primary Highlight: learning game (combat, crafting, etc), introductions to characters, development of basic story, various mini-bosses and challenges.
Challenges include: hunting, fishing, scouting, defending
Battles include: wolves, goblins, bandits
3 side mini-bosses (wild creatures, etc) and 1 dungeon including 3 mini-bosses and 1 boss.
Magic Dungeons (for summoning and etc):
Wherewolf Grounds, Larva Nest, Tree Grove
2 towns
Act 2: Ahruman's Crest
In town, brought to Ahruman by the monks from the caravan.
Eventually, fight against Ahruman in a hidden temple under the church. After defeating Ahruman, his crest is taken by a group. First glimpse of the Disciples of Chaos. Chasing the group down ends in failure.
Story of Ahruman's Crest: yet to really be written ^_^
Dungeons: Temple of the Lost One (1 boss, 2 mini-bosses)
Magical:
Cave of Fortune, Highpass Hold
In the city, possibly join guild to improve on your field (various combat, crafting, and nefarious guilds). Do quests in guild to advance, etc.
Act 3: The Barrens
Astors (main god) fought Heknar (apparently an ancient god) with dragons in an older time of Dimiourgia (world). It was a time when great entities came from all over to witness its creation and tend to it. Heknar didn't start out as a god, and really never was one.
The Alliance between Astors and the various entities on the planet were able to beat back Heknar and seal him into his own pocket dimension.
The few dragons that lived sleep on Dimiourgia. The few entities that survived watch over it as the world's gods.
Apparently, there is a dragon in one of the islands south of Halfars.
You need to take a ship to the islands. Many ruins of long ancient cultures await you there.
In the islands, make a pact with the dragon (only can be summoned given conditions). The dragon will help if need be.
The Barrens Dungeons:
2 entrance dungeons (2 mini bosses each, 1 boss each, 4 puzzles each)
1 primary dungeon (tower with 20 floors, 9 mini-bosses, 1 major boss, Lich Kerosh the Plague Bringer)
Kerosh is holding Ahruman's Crest and there are various disciples. He teleports them off (to the north).
Summon the dragon to defeat Kerosh (Kerosh is a champion of Heknar, so the power required to actually defeat him is insurmountable, although if a player did have that power, they would not need to summon the dragon). Kerosh is the one responsible for maintaining poison and undead of The Barrens. The chances that even the most powerful players are able to defeat him without aid from the dragon are slim to none.
Act 4: Trouble In The North
Find primary headquarters of disciples and collect the various keys to open the way to chaos
Act 5: Pathway to Chaos
Battle across the pathway of chaos, a rift in time and space where seemingly random worlds and environments coexist. Defeat insurmountable monsters, or run away ;D. The realm weakens your power drastically.
Act 6: Heknar's Tower
Battle your way up through 75 nightmarish floors in a setting that further weakens your power as you climb. Eventually, face the lord of the tower, Heknar, a demigod (good luck).
Act 7: The End of Time
Heknar is a puppet!! The shards of chaos are really a wear of tearing apart the universe!? Deimos (revealed), the apparent supreme power of the universe and harbinger of plight is the enemy????
Farewell universe.
Act 8: War of the Gods
The universe was a machination meant to fuel the power of an entity named Nimhdu. Everyone was a minor illusion, Deimos being the only real entity, caught up in the web of Nimhdu. Now, where reality is finally shown, witness the war of the gods.
So Heknar was a mere man who obtained the Shard of Chaos during an earlier era of Dimiourgia. Deimos, unable to utilize it for himself, attempted to use Heknar to do it. Heknar was eventually driven mad and tried to destroy everything about him. Astors was called upon and the first great war began.
Deimos was forced to wait.
The shard was eventually cast back into the world (Ahruman's Crest) by Heknar as a way of undoing the seal set down by Astors. It worked and the item spread its influence, thus starting up new ways of chaos. The traveling monks were from the north, bringing it down to be kept in The Temple of the Lost One (headed secretly by Ahruman). The crest is moved from place to place so as to keep it safe and to further spread its influence. Upon Ahruman's death, the crest is moved to The Barrens to be protected by one of Heknar's great champions, Kerosh. Far in the north, where the portals to the pathway of chaos were (although they were closed), was the next viable option for the disciples with Kerosh's defeat. There, it could be protected by the pathway's guardians (direct servants of Heknar). The only problem was that the power of chaos was still weak on the planet (connection through crest was tenuous at best, seal still powerful).
Players eventually head to the north and defeat the agents of chaos. One of the agents takes the crest back to the realm of chaos, figuring it was better to cut losses (connection to world terminated, influence by Heknar gone).
The pathway still poses a problem as agents can travel through (although their power is even more limited at this point). Commissioned by various northern cities in the interest of their own protection, players travel into the pathway of chaos to put an end to Heknar.
Act 1:
You begin in a small village to the southwest tip of the forested area. The forested area encompasses The Barrens (wasteland in center of forest). The Barrens is a desolate place. The air there is poisoned and the only things across its landscape are scattered dead-like trees and ruins. Undead roam the wastelands (possibly the site of a war from long ago). As one goes deeper into the forest, the trees begin to appear diminished, and eventually dead. Undead beings wander deep in the forest.
The village you are in is under attack by the undead. You are called to help defend it. The undead monsters are extremely powerful and you are forced to retreat from the village, watching it burn to the ground behind you, most everyone dying. The undead horde chases after you and you happen upon a caravan complete with mercenaries, merchants, and a few traveling monks. They save you from the hordes.
They are traveling to the south. The monks tell you that there is someone down there who could help figure out what caused the undead to venture out of the deep of the forest and attack the village.
The caravan decides to hire you on as a mercenary in return for some gear. You help the other mercenaries go hunting for food and etc to initially learn the game (introduced to a few characters as well).
Act 1 covers a 250 mile long journey (take a look at the map and the scale it's drawn in).