as i have occasionally threatened, i am going to make a thread of things that are in #CavesOfQud because of me

things i designed or implemented despite those not being my official role, mostly

largely because i keep forgetting, and i would like to remember what to be proud of
the first one that always comes to mind is the design element of reality stabilization, or normality as it is most often called

normality interferes with effects that twiddle spacetime, like teleportation, time dilation, precognition, force fields, antigravity, and psychometry
a favorite form of it is the ontological anchor, an armband that reality-stabilizes you

i'm a big fan of there being an item in a game that i made that's called an ontological anchor, and is called that not just to be cutesy but because that is the function it actually performs
another favorite is rocket skates, which i conceived of as a somewhat simpler item but the guys built into a delightful exercise in moving around at high speed while emitting a plume of fire behind you and setting lots of things on fire
power grids in general are my baby, including the humble mechanical power transmission rig first seen in the clip allowing a waterwheel to drive a millstone, as well as the electrical and hydraulic grids seen later. before my power systems work, energy cells were the sole supply
see how the icons of the various items in your inventory are displayed next to them? that's me. i accidentally created the tech needed to paint icons into arbitrary text screens because i needed it order to make a minigame i was developing, and realized i could do this with it
the way naming your items works, through earned opportunities, was an option we discussed for making items nameable, but basically dismissed as too much work. then i got inspired (by added functionality that wound up in a mod, Your Own Personal Relics) and just put it together
i expanded companion management a good bit. telling them to attack, renaming them, and exchanging items with them already existed; i moved those into the "interaction menu" idiom, and added telling them to move, to stay in place/come along, and to cease/resume ability usage
one of CoQ's best features has always been the huge variety of item mods that make loot and crafting so interesting. which naturally leads me to want to make even more of them. in alphabetical order, i have made: Airfoil, Cleated, Co-Processor, Disguise...
Displacer, Electromagnetically-Shielded, Filters, Gigantic...
High-Capacity, Jacked, Liquid-Cooled, Metered...
Morphogenetic, Nav, Nulling, Phase-Conjugate...
Phase-Harmonic, Polarized, Radio-Powered, Refractive...
and Suspensors. not counting power systems related mods you can't really mess with, like Gearbox, Piping, Wired, and Wall Socket
i accidentally posted the screenshot for Jacked twice up there instead of the one for Liquid-Cooled, so here, it can have some special love. the bugs this one created were really good, like your character always preferring to drink out of their gun's coolant reservoir
see all those slightly cryptic status displays up there like [EnergyCellSocket: Operational]? that's functionality i added to "techscanning", a capability that lets you read data telemetry from tech artifacts, that reports semi-directly on actual software components of the item
we've already skimmed past a bunch of items i made. defoliant and fungicide are some of my earliest contributions; mirrorshades and goggles came not long after (you can't have a post-apoc game with no goggles, sorry, that's unacceptable)
chain lasers were me, and the creepy esotech pistol that became known as the "blood-gradient hand vacuum", and turbows (i called them servobows but sometimes designers just wanna have pun), and maghammers
did wrist fans (using gas-repulsion mechanics that i was actually asked to create, for another item), wrist comps, the VISAGE that does all three kinds of scanning the game supports, anti-gravity boots
an innovation i enjoyed putting together was ninefold boots, which, every time you move three times in the same direction, teleport you nine squares in that direction. i originally called them kefitzat haderech boots, but i guess we already had too many obvious Dune influences
had completely forgotten that telemetric visors, the basic non-cybernetic source of techscanning, was me

did gyrocopter backpacks, fidget cells (energy cells that charge from your movement), tattoo guns (executed to spec rather than being my idea)
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