Core GamePlay Verizon 1.0 Ideas
All ideas are up for discussion and subject to the chopping block.
Key components to the first version
- Interacting with a transformable world.
- AI that can be used to add life to the world, but not take away from the players.
- Realm Weaver shapes the world experience for the players.
- Game feel/tone/theme would be gritty.
Terrain
The world is the staging ground and the key starting foundation. This might need to be simplified for V1
- Plate shaped world. Size to be determined. This should be big enough to support 100-300 players per server.
- Game must have between 5 and 10 Continents including an Ice Continent at the edge of the plate that is separated by large amounts of water.
- Procedural generated terrain that is player editable. Voxel generated.
- Mountains, Hills, Valleys, Rivers and Caves.
- Realistic water interacting with the world. So waves on the oceans and rivers that have water flow. Corners might need to be cut for version 1.0 if out of the box solutions are not available.
- Bioms that make scene. Such that closer to the center or far edge of the realm the colder it gets. Rain forests are more likely to occur near oceans.
- AI Generated roads with auto generated sign posts. The sign posts know what town is next.
AI
AI the key to interacting with the world.
- All NPCs would have open ended attributes that can be applied. Here is some example ones that could be used: Age, Wisdom, Strength, Dexterity, Constitution, Charisma, Happiness, Fortitude, and Profession. These would be used for determining how the AI will react in different situations along with how capable they are to complete tasks. Emergent behavior will be fun.
- Over world calculations VS Local. A separate overlay basic map would be used to determine migration patterns for mobs along with current populations of them for in the world.
Buildings and Crafting
- Two main types of materials to begin with. Blocks and mesh.
- Blocks: Can be placed like in Mine Craft and connect up to a world in a grid. We will need to decide if this is a fixed grid for the world or something else like one the Realm Weaver chooses the grid for each town. Or it auto rotates to cardinal directions.
- Mesh: When placed it adds to the world mesh. Items like dirt and gravel will do this.
- Starting Town sizes and populations would be determined by Realm Weaver.
- Templates: Players can sit at design desks and make buildings in a mini creative world. They can then take the design and place it in their town for the villagers or themselves to build. There will be generic templates available for beginners. While in the design mode they can see the village in God mode and overlay a template on top of it to match the existing terrain or to change a current structure in the town.
Temporal
The world will have chronological generation as well as physical. This will effect the mobs, villages and terrain.
- Items like wood blocks will have a higher chances of going away over time then stone. Biom climate would effect this as well.
- The world, Towns and NPCs would change over time resulting in newly reshaped experience for the players when they get board and want to change things up.
Mob Types
- Non-Human NPCs races for the towns. They will be human like such as Dworfs or Elfs, but can be something else as well. The NPCs will age, have children and migrate from and to other villages around them.
- Wild animals that fill the world. This will mostly be familiar animals like Trash Pandas, but maybe some other ones like say a Jackalope.
Player Types
- Realm Weaver: They determine how the world looks, the amount of Mobs, sizes of towns, where the adventure starts, world timeline and quests for the adventure and themselves. They also become the Mayor of the first town of the world. They can force the world to advance in time to reshape it if a change is wanted. A simple interface to let them make changes to the world will also be provided.
- Mayor: All Realm Weavers get this as well. This is a ruler of a town. They control all the NPCs in that town; however, they can assign some to adventures they find worthy of leading them.
- Adventure: They get to interact with the world as an independent subject. They can do quests assigned to them by a Mayor or independently find their own task to accomplish. If they get board with this roll, they can go start their own town and become a Mayor as well. If you build it they will come.... maybe.
Internal Quests
- The world needs to have a attributes that that a Realm Weaver can link into to make quick and easy quests.
- Different type of quests: Location, Mob/NPC, and Build
- Location: This would be any travel quest. This could be to find an exact location, a new BIOM, Continent, Item (Mineral, Tree, Trinket, etc).
- Mob/NPC: This covers they types of quests where you need to kill, captures or befriend and NPC. Example would be: Kill X NPCs from Village Y. Another Example would be to complete building template A in Town B.
Music
- Biome-relevant music, for example if you're on an ocean in a boat then sailing music should play. If you're in a dark biome full of wizards or witches then some music appropriate to that should play.
Last modified
4 years ago
Last modified on 07/05/21 08:10:26
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