General > RPGWO V4 / V5
Mickey's Dev Notes
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Mickey Kudlo:
I don't promise to keep this upto date since the forum is really the dev notes but here is a text file I started and updated yesterday with some of our discussions and options. And keep in mind, nothing set in stone this early on.
RPGWO V4 Design Notes
- Online, persistent RPG
- Use AGK for client for all platforms
- NO!, has issues with sockets and keyboard
- Using Silverlight cuz it is mature and semi-cross platform AND easy to install anywhere (home, work, schoool, prison, etc)
- use AGK for server?
- NO! too graphics based, no console mode, eats up cycles needlessly
- Using C#
- all new original artwork and style
- trying out simple, cartoon style, somethng I can do, no shading or gradients
- anime studio for player/monster animations
- photoshop for stills and basic animation
- ALL artwork MUST be verified original whichs mean I need to draw it all myself :(
- another option is crayon and construction paper
- Isometric 2.5D
- with elevation
- dynamic map system
- can attach maps to each other but doesn't seem like it will be needed
- RTS style view
- whole screen shows tactical map
- areas not visible are grayed out, circular visiblity
- top row of buttons for open/close windows for player, inventory, skills, guild, options, etc., windows movable?
- modular building in game like V1/V2
- no single image for buildings, many parts brought together
- roofs would be nice, somehow
- extreme dynamic/sandbox
- 99% of items/world should be makable by players
- smooth animated players/monsters
- walk, attack, die, craft, run
- dynamic items
- base items with modifiers
- example weapon: +2 Lightning Silver Broad Sword of Light : Based item is Broad Sword
- "+2" gives 2 to 4 extra damage - gotten thru a spell
- "lightning" makes it electric damage - gotten thru a lightning potion
- "silver" gives 2 to 4 extra damage (copper 1-2, silver 2-4, iron 3-6, steel 4-8, gold 5-10, zircon 6-12, etc)
- "broad sword" - cut damage 5 to 10
- "light" - gives off light like a torch - gotten thru a spell
- new magic system
- flow based: fire, water, earth, air, spirit ???
- not sure about this
- mantra system of short, single syllable words you need to learn through research or scrolls (found, looted, player written, etc)
- basically get rid of runes
- wands not required but they do boost effects: wand +1, orb +2, staff +3
- any hand held item could be a wand, like a dagger, sword, etc
- custom magic system, can design own spells based on effect, range, cast time, mana cost, skill required
- effects learned thru research or scrolls or bought thru a point system
- create screen for making spells
- magic scrolls for casting by anyone
- written by players, 1 or more casts, uses up mana in scroll, still can be defended by target, scroll becomes blank when empty
- scroll writer uses own mana to make spell for "storage" in scroll
- tomes hold spell recepies - not sure I like or want to do this, seems confusing - but maybe for selling spells
- karma/god system
- karma gained thru "worship" activities
- prayers spend karma
- prayer effects go beyond the magic system to super natural like - creating items from nothing (food)
- many gawds, each have an altar some where in world to worship at, can get statues or mini altars to worship at home or on the road
- each gawd has own prayers and focus
- some gawds enemies of each other, nuetral or friends, can change
- player worship grants the gawds "power" and range, they feed off worship to be strong, else become limited
- shrines and temples contain the altars?
- Faith/Worship Skill
- players can worship more than one gawd, each one has own karma
- gawds may or may not grant prayer, also gawds may grant a prayer for free, randomly if they like you
- could be just passive, non-magic effects like increasing loot, more/less monster spawn, monster ignore/attract, less weapon/item degrading, etc
- Morale
- acts like vitae but can be positive and gives boosts to skills, replaces vitae
- starts at zero for normal
- subtract on death
- add when you do/wear/eat certain things
- time based, goes up to zero if negative over a short time, maybe based on level
- eating different "comfort' foods gives temporary increase - gives cooking value
- wearing nice clothes give temp increase until the clothes wear out and become rags - gives tailor value
Mickey Kudlo:
Some basic/incomplete notes:
RPGWO V4 Modern World Design
Background Story
- Year 2000, zombie/mutant virus hits mainland and wipes out population
- haven island safe from virus (players start here), eventually formulated a cure
- 2-3 years later, resources are running low and players elected to head to mainland to harvest and ship back goods
- mainland has ruined cities full of zombies, mutants, remnant humans and loot!
World Structure
- haven island
- seperate map : 100 x 100
- training center : players start here
- given basic practice weapons and tools during training
- target practice for melee, missle and firearms, no monsters
- crafting skills practice area
- need to limit how high skill values can get so can't macro too high
- final shop to spend credits on weapons and tools and armor and equiptment
- dock to get in boat to head to mainland
- mainland
- seperate map : 2000 x 2000
- many towns, probably 1 per 200x200 sector
- roads connect all the towns
- abandoned farms, businesses scattered along roads
- towns
- 60x60 to 100x100 ? : built by system randomly using small building maps
- residential, commercial, industrial, government, etc
- roads, sewers
- landing spot : small dock/port town
- the farther from landing spot, the harder monsters
The Virus and Economy
- players infected as soon as they arrive ? or chance when get damage from a zombie/mutant
- only Haven has the cure and must spend credits to buy it
- credits earned through shipping loot/resources back to Haven
- cure runs out after a real week and need it again
Virus Effects
- when cure runs out it starts to affect players
- small affects, growing steadily until the player finally "dies" and becomes zombie
- stuck as zombie until you die
Gaining Loot/Resources
- gather man-made resources : find in ruins, hideouts, etc
- gather natural resources : mining, lumberjack, etc
- gather self-made resources : farming, manufacturing, artisan, etc
How to Keep it Sandbox?
- defined : players/NPC build everything
- How to deal with ruined towns?
- keep all PLOT and don't allow edits?
- have some of it PLOT? and allow some claiming
- allow ALL of it to be claimed and reworked
- special PLOTs that allows editing? so NPC can move in?
- what happens to item and monster spawns?
- monster spawns could have an extinguish factor: if killed x count within y time then remove spawn or push it away
- large industrial equiptment creating? cars?
Content List
- items
- residential
- house
- bedroom
- bed
- dresser
- kitchen
- sink
- cabinets
- oven
- microwave
- refrig
- dining room
- table
- chairs
- living room
- couch
- tv
- recliner
- garage
- car
- washer
- dryer
- cabinets
- basement
- attic
- chest
- bathroom
- sink
- toilet
- tub
- cabinets
- apartment
- commercial
- grocery store
- shelves
- freezers
- refrig
- checkout stand
- gas station
- gas pump
- offices
- desk
- chairs
- computers
- diner
- table
- chairs
- booth
- counter
- stools
- kitchen items
- refrig
- clothing
- racks
- checkout stand
- jewelry
- pawn shop
- sporting goods
- mall
- plant nursery
- hardware store
- shelves
- check out stand
- industrial
- warehouse
- racks
- food processing
- metal working
- metal punches
- laser shaping
- assembly
- manufacturing
- refining
- centrifuge
- furnace
- distillery
- mining
- surface
- underground
- drilling
- oil wells
- construction
- chemical
- plastics
- rubber
- fertilizer
- pharmacuetical
- ceramics
- government
- city hall
- offices
- library
- shelves
- checkout stand
- computers
- police
- offices
- garage
- jail
- weapons locker
- courthouse
- fire
- garage
- kitchen
- living
- bedrooms
- trash
- trash cans and bins
- dump/landfill
- water
- storage resivoir
- processing
- pumps
- water main, plumbing
- power
- generator
- wind
- solar
- hydro
- steam (coal, nuclear)
- power lines
- transformers
- street lights
- military
- base
- fencing
- hanger/garage
- outpost
- bus depot
- sewer
- man hole
- recreational
- park
- bench
- playground
- field
- stadium
- seating
- field
- museum
- displays
- statues
- paintings
- weapons
- melee
- boxing - gloves, knuckles
- knife
- sword
- missle
- bow
- crossbow
- thrown
- firearm
- pistol
- rifle
- ammo
- bullets
- gunpowder
- casing
- clips
- explosives
- propelled
- grenade
- rocket
- mortar
- stationary
- dynamite
- C4
- tools
- pick
- shovel
- jackhammer
- drill
- hammer
- screwdriver
- wrench
- crobar
- welding torch
- supplies
- nails
- armor
- physical
- head, chest/arms, legs
- chemical
- breather/respirator
- coveralls
- radiation
- coveralls
- food
- transportation
- car wrecks
- scooters/motorcycle
- roads, sidewalks, paths
- railroad
- parking
- bus stops
- resources
- man-made - already exist in ruins
- electronics
- clothes
- furniture
- scrap
- gases
- Oxygen
- natural
- ore
- minerals
- crude oil, natural gas
- wood, stone, plants, seeds
- virus cured animals
- water
- self-made - player made, most or all in man-made
- crops
- corn
- wheat
- fruit - apple, orange
- roots - potato, carrot
- artwork
- refined
- refined metal ingots
- tar/asphalt
- silicon
- aluminum
- plant life
- trees
- birch
- pine
- cypress
- plants
- flowers
- rose
- weeds
- monsters
- zombie
- human
- animal
- mutant
- human
- animal
- mammal
- cat, dog, deer, bear
- reptile
- lizard, croc, snake
- bird
- finch, hawk
- fish
- trout, bass
- robot
- mobile
- static - terminals
- staionary - turrents
- NPC
- human from haven
- human remnant on mainland
- bandit
- robot
- Surface
- natural
- dirt
- grass
- sand
- forest
- rock
- mountain
- desert
- man made
- concrete
- asphalt
- carpet
- tiles
- wood
- walls
- short
- medium
- high
- building structure
- brick
- concrete
- wood
- chain link
- picket
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