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