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Vision.md

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Vision

A polished game with aspects similar to RimWorld, but with magic and aspects of RPG.

Goals

  • High re-playability value
  • Balanced gameplay
  • Fun multiplayer game experience

Dungeons

  • Should be kinda scary (Scary sound, Scary visuals, nasty monsters)
  • Dungeons are spawned in the world with random difficulties
    • Go into one at your own risk
    • Higher the difficulty, the higher the reward
    • Some components for spellcasting or tech components might be found here
  • Unlike games like D&D there are no restrictions on how many characters go exploring a dungeon
    • A large population might enable you to raid a more difficult dungeon, albeit with high casualties

Economy

  • Based on supply and demand
  • Everything the merchants sell has to come from somewhere
    • If supplies dry up, merchants don't have much to sell, and prices spike
  • You can have your colonists do trade routes with other players, trading goods for other goods or money at a pre-agreed rate

Multiplayer

  • Should support at least 10 players running on a dedicated server
  • Diplomacy system enabling various treaties (As well as war)
    • Peace treaty, trade treaty, defensive pact, Alliance
  • You can claim territory by building a special structure
    • Other players cannot do anything besides pass through unless you give them the correct permissions

Enemies

  • Enemies will be based upon various mythology, such as Greek mythology, Norse mythology...

World

  • Procedurally generated world
  • Custom world sizes
  • Other "Dimensions", with different creatures, plant life, and materials

Food

  • Everything needs to eat
  • You start the game with two different bags of seeds
    • Seed bags never run out
  • To get a new type of seed, you have to purchase it from a merchant, or craft a lot of the crop into a seed bag
  • Merchants only carry a few seeds of a type, so on a large multiplayer server you will have to trade for it

Tech and Magic

  • Both technology and magic are available
    • Technology is based more upon resource processing and research
    • Magic is based upon character leveling up, learning new spells *Casters hold mana. This regenerates really slowly at night (Several nights of sleep per spell or something) *Magical Nodes hold mana of a certain affinity: Earth, water, air, fire, and life *These recharge quickly *Spawned in dungeons/places of interest *Can be moved back to your base at a very slow/painful rate *Casters are bound to one type of magic, and can only perform that type of magic

Classes

  • Various character classes exist
    • Wizard, Cleric, Thief, Paladin, Necromancer (Evil Cleric), Monk, Warrior, Knight *Each of these can have subclasses
  • Characters with classes like above are not really capable of participating in the tech progression
    • They aren't allowed to research technology or construct tech items
  • When a character levels up, they can choose to gain various abilities
    • At low levels, they are allowed to instantly choose which abilities they get when leveling up
    • At high levels, they may level up, but to actually get a new ability and spend ability Point2Ds they need to be trained by a trainer in that specific skill

Skills

  • Everything is a skill
  • Construction, Mining, Hauling, shooting, melee, research, trading
  • Even things from RPG classes are skills
    • Just because the wizard gained the ability to cast a new spell, doesn't mean he is good at casting that spell
    • Fighters have to get good at the various moves and abilities they learn

Technologies

  • The tech tree starts in basically the stone age
  • You know how to make fire, hunt, and make crude weapons and tools
  • Tech tree ends in the far off future, where everything is digital, artificial intelligence runs your base, and the dying can be healed of everything

Magic

  • There is a spell for doing almost everything
  • Spellcasters only know a few spells to begin with
    • They have to find scrolls with the correct words to memorize
  • Some spells are permanent, others are one time effects *Permanent spells require components, and have a high mana cost
    • Permanent spells can be destroyed/dispelled
  • Examples of permanent spells *Light, grow crops, intruder alarm...
  • Temporary spells
    • Terraform land, fireball, energy bolt, magic barrier...
  • Spellcasters only have so much mana, so they can only cast so many spells until they run out *Mana is regenerated by sleeping
  • Casters of the same type can work together
    • Ex: Two clerics could work together to cast a spell with mana requirements higher than they could meet alone