Glimra in Hytale #1


Welcome to Glimra in Hytale! 

My name is Liam Vander Sinestra and I am the lead writer for The Glimra Project working alongside Eons Away. There are a great many things that I hope to be able to show everyone in the near future. The following are some concepts that I would like to bring into Hytale to create a world for lovers of the fantasy-horror genre to enjoy. I won't know if every one of these ideas will be able to be brought to life using the tools provided by Hytale but I will do everything I can to bring them to fruition. It is these concepts that will lay the foundation of what is to come and as time passes I will do what I can to build onto it. If you're hearing about Hytale for the first time please watch the announcement trailer and visit the official website for more.



Hardcore Living

Concept: Players must live a cautious life and learn the rules of the world as they explore and connect with others. We want to add some extra fear into the hearts of our players to caution them in making reckless decisions so as to not thwart the progress that they can make. We aren't going to be a Souls-like in the sense of a game that could be considered too difficult but we are not going to be catering to players that are wanting an easy mode as easy doesn't best reflect our world. There is no plot to be missing out on aside from the life you could live and the changes that you could leave behind.

Player Death

Concept: Death may be handled differently according to a player's personality, abilities, one or more deities of worship, etc. In the world of Glimra, a player may have a second chance at living choosing to exist as a servant to a deity, working for a demonic entity, becoming an undead, or even using up a favor from a friend in a powerful place. These second chances would come very rarely available and could be reliable in the right circumstances but must be earned. When a character dies their corpse could be left along with all the belongings that they had. If the death was at the mercy of another player or NPC then there is a chance to steal items from them. Over time, the body left could be picked clean by scavengers and the bones left behind could be picked up and repurposed for magical or alchemical means.

Player Journal 

Concept: A personal book for characters that is completely optional for the purpose of recording the journey, discoveries, and plans. If the character can write then they should be able to keep a journal to jot down some notes or describe their goals.

Make an Impact

When characters die, they will leave behind more than just their belongings. They will have made an impression on other characters, established a home, participated in legislative decisions, built a community or a family, remembered, commemorated, or perhaps worshipped when they finally die. Some characters, however, could fill the niche of the lost, forgotten, feared, and despised. Your impact could be seen as a positive or negative one by those that are left behind.

18+ Audience

Concept: We want to cater to a more mature audience with heavy themes. We aren't sure about how servers are curated or restricted so we may need to censor or even water down certain aspects of the world which we would have originally freely expressed. If this has to happen please know that if otherwise given the choice we would gladly support all aspects of our lore which may normally surprise or offend certain individuals. Overall, we would have a content warning for many serious subjects taking after games like The Witcher, Silent Hill, Fatal Frame, Amnesia, and Bloodborne. If we must tone things down know that in the far future we may be able to bring a fully-fledged game of its own to wanting audiences.

Player Choice

Concept: Allow a variety of options for any given situation allowing players to make choices that actually have consequences and results. Decisions that a player may feel morally obligated to choose may end up being the wrong choice for a number of reasons. You can never be too careful out in the world when encountering a stranger. Examine your surroundings, speak with characters, explore and devise a plan for your next course of action. Your choices can change the world.

Player Characters

Concept:
Offer a selection of racial bloodlines or creatures for the players to immerse themselves. Give a brief perspective on the role that the player will have. We already have a fairly in-depth system in writing for how a character is created but will have to see to what extent this can be reflected in Hytale. It may mean that characters are less complex than they originally would be which may also play well in favor of the risk of losing a character too quickly. We hope that we can find a balance that eases players into new characters with little to no worry about getting set up so that they can jump right back into the world with a new identity.

Civilizations as Major Hubs

Concept: Already established homes of NPCs and players to live and interact with each other on a daily and nightly basis. Settlements will have standard buildings or structures that are intended for specific purposes like eating and drinking, sleeping, raising families, healing and medicine, worship and prayer, teaching and learning, training, guild meetings, bathing, buying and selling items, notice boards with help wanted and criminal bounties, etc. Each of these buildings provides some sort of cultural experience for players as different racial bloodlines do things in unique ways. Some beings may not have certain structures and instead may hunt for food, drink water from a river, or have no access to certain kinds of materials that would otherwise be available in a store.

NPCs with Practices and Skill Sets

Concept: NPCs seek out jobs that fit their skills or fills their needs but could also be assigned to a job that suits the needs of a community. Similarly to players, the use of skills will increase over time. The better a skill is the better the results of a task will be.

NPCs with Moods & Personality Traits

Concept: Different racial bloodlines have a specific range of emotion and personas which define their character. Levels of happiness can determine the speed in which a job is performed and even the quality of products made. NPCs of different types may react to things in varying ways expressing their emotion via visual and auditory expressions using their face, body or voice.

NPCs Have Connections

Concept: Beings will have sexual encounters with one another in order to procreate or through asexual reproduction they will increase their populations and will pass on personality traits and skills onto their offspring. They will also bond and form friendships or stong symbolic agreements as allies in times of strife. Sometimes these connections will be betrayed, destroyed, or may fade with time.

NPCs Have a Lifespan

Concept: Time spent alive differs for different racial bloodlines and creatures. Some may live for days, months, or years while others may live for centuries. Time moves differently in this world than the Earthly calendar allowing players all over the globe to take advantage of unique opportunities during the day, at night, and during different seasonal and weather changes.

Dragons: More than Monsters

Concept: Dragons will play a more diplomatic role in controlling and dominating many territories in the world. To go against a dragon one must have the backing of another dragon, an army able to thwart a dragon and fend others from taking its place, or the magical abilities to control an existing dragon-controlled territory. Civilizations, trade, governments, etc. are all influenced by intelligent, scheming, generous, or self-important creatures which if they wanted to could crush a single defiant morsel in an instant.

A Living World 

Concept: Everything plays a part whether living, dead and undead. The weak and the powerful. Allys and conflicts. Hytale has ambient creatures which play no direct part in the gameplay acting only as an immersive element to the environment, however, this project will ensure that every NPC has some purpose with small ambient creatures having small drops with varied uses.



Everything is Subject to Change According to the Capabilities of the Tools Given to Us 




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