Let’s Talk Racing!

Let’s Talk Racing!

As a horse themed game, one of the most prevalent mini-games that we feel should be in Mystic Riders is the different types of races. We don’t want the game to be focused on one type of race. We want to have different types of races to reflect different horse disciplines and give them different mechanics in the mini-games.

To be clear, when the player is out and exploring the world on their own, we don’t really care how well they clear a jump or how fast they get from one area to the other. They are discovering the map of the game and such things shouldn’t matter. When they enter a story race, or a competition race, or a daily race to train their horse, then the mechanics matter.

In Mystic Riders, we have decided on four different racing tracks: Agility, Dressage, Racing, and Show Jumping. Each of these tracks require different stat combinations between the horse and the rider.

The Agility track is Western riding including gymkhana. This is slalom gate racing, pole-bending, and barrel racing with pony flag racing as an experienced skill. The mechanics of these are doing them quickly and not hitting the equipment. The player would be using their standard movement keys. Just because there is no extra mechanics doesn’t mean that it is going to be easy to take those tight turns.

The Dressage track is cavaletti, dressage, reining, and trail riding as an experienced skill. These are skills that require the horse to have discipline. The player would be prompted to go at certain speeds and to follow a mini-game where they have to hit keys in a certain sequence in order to complete the moves. To get from one area to another, there can be arrows on the ground to tell them where to go and the colors could indicate speed.

The Racing track is flat racing, endurance racing, cross country, and steeple chase as an experienced skill. In the racing track, they’d have to learn to conserve their horse’s strength by keeping watch on an endurance meter. In cross country racing where there are jumps, they would have to jump by hitting the space bar in the right spot on gauge meter.

Lastly, the Show Jumping track is about the different types of show jumping: basic, six bar, faults, and for the experienced, faults converted. (We can cover what each of those means later.) In the show jumping mini game, the player would be required to approach the jump at the right angle and the right speed. As they approach the jump, there would be spots on the ground that they’d have to hit with their mouse at the right time. If they don’t, they miss the jump.

Hopefully, these mini-games will be familiar and at the same time, have a balance of being challenging enough to be interesting and easy enough not to be frustrating. Having seen similar mechanics in other games, these mechanics are possible. They’ve simply not been used in a MMORPG setting before.

We want the mechanics of the races to show how these different races take skill to succeed. And at the same time, give the players freedom to explore the world on their own at will. (Getting from point A to point B shouldn’t be a frustrating endeavor.)

Ruby District, Watch Your Step!

Ruby District, Watch Your Step!

We keep mentioning our wonderful districts, so now we’re going to start introducing them. Astranar has eight districts, each with their own individual flare, and they can be quite competitive with each other. In Astranar, the districts are named after gemstones. This week, we’ll be discussing Ruby, where Earth magic reigns supreme.

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Known for their rolling hills and gorges, Ruby is the heart of Astranar–not quite literally, but it is in the center of the country and shares a border with just about everyone else. Creating it, Ginny was inspired by her childhood home of Upstate New York. The further north you get, closer to the Whistleback Mountains, the more the district resembles the Catskills (though Ginny will make the argument that they are still hills, just really steep ones. I’m from Oklahoma, I don’t have a horse in this race). Whereas the further south you go, the hills are still there, just less dramatic and more reminiscent of the Finger Lakes region. Those gorges are home to picturesque waterfalls that feed the rivers and lakes, watering the tall trees that cover the hills…at least, those that haven’t been “civilized” yet.

It is a favorite place for farmers and ranchers because of the plentiful graze, even if sometimes the sheep wonder off and have to be chased down. Dairy cows also make an appearance, and some vineyards. With all the plentiful supplies, it’s no wonder that craftspeople enjoy the district as well. The local nobility leaves… some… okay, a lot… to be desired, but we can deal with that right…? Well, hopefully. It’s just one count, how bad can it be? The other local lords are more farmers and landlords than real nobility, so they have the farm sense they were born with….right?! Maybe the fact the fashion has a noted punk/rebel edge isn’t a coincidence after all…

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Alright, I’ll get to what you actually care about. Possibly because of all the ranches, maybe just because they are quirky, but either way, Ruby is the solace for Western riders in Astranar. Barrel racing, pole bending, shalom, and pony games, there is a wide variety to try, though some will be limited to you owning a pony in addition to your default magical horse. (Don’t at me, there’s a quest to earn you the necessary credits, or at least the majority of them if you are picky on color.)

Ruby is home to Chincoteague ponies in all varieties of coats that they come in. Not to worry if you went to another district first so your default horse is geared more towards another style of riding either, because the Chincoteague isn’t alone in Ruby. American Quarter Horses (which you can turn into American Paints with a few extra credits to add markings) and Tennessee Walking horses are also available for purchase, although because they are considered “extra” horses, purchasing of the initial game license doesn’t earn you credits towards them.

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Earth magic resonates with Do on the solfege scale. It is the base, the anchor that holds you safely down. Those who resonate with Earth are down-to-earth personalities that value security and order, and they are very intense about getting it. They are very efficient, and a good person to have in your corner. On the small scale, Earth magic can speed up plant growth and making tilling the fields neatly easier. On the large scale, it can raise or lower the earth itself or effect magnetism. Of course, if you don’t stay in control of it, you could also cause a mudslide, which is not only dangerous, but is going to have a number of people mad at you for property damage.

If you following Ginny’s twitter blog, you’ll know that all of the districts, including Ruby, have their own little specialties and symbols. I won’t bore you with all of them, and I want you to get to enjoy finding them out on your own! (The name is one giant clue to one of them, fyi.) I will mention that the Ruby mentors depend on which side you choose. If you go with the Light, you will look to Vesper Leilament (profile pending), and if you go with the Shadow, you have options: Vanessa Ribbonmelody (profile pending) and Vivian Streetbeats (profile pending).