Lily Carpenter пре 8 година
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      docs/design/gameplay.org

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docs/design/gameplay.org

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+Note: This document describes a "1.0" version of the game, not necessarily the game as it is now.
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+Some of the maybe section could be post 1.0 or just never happen.
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+* Overview
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+A real-time RPG focused fantasy simulation game with permadeath, base building, and light RTS mechanics.
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+* Inspirations
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+The following games directly inspired the development:
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+- [[http://bay12games.com/dwarves/][Dwarf Fortress]] (heavy inspiration)
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+- [[http://rimworldgame.com/][Rimworld]] (I really really like the advanced-mode labor system here)
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+- [[https://en.wikipedia.org/wiki/Battlezone_%25281998_video_game%2529][Battlezone]] and [[https://en.wikipedia.org/wiki/Battlezone_II:_Combat_Commander][Battlezone II]] (primarily the latter as that is what I played the most)
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+- [[https://en.wikipedia.org/wiki/Dungeons_%2526_Dragons][Dungeons and Dragons]] (a lot of my magic/background lore inspiration is currently from here)
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+* World Generation (Heavily dwarf fortress inspired)
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+** Definites
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+- Procedural generation of terrain.
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+- History and civilization generation.
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+- Basically steal all the ideas from dwarf fortress world generation because it is awesome and I LOVE it.
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+** Maybes
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+- Spherical world.
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+- Multi threading (This is hard, but I imagine doable to a certain extent. I doubt it can be perfectly concurrent).
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+- Guided generation. This would be a system where the player is a God-like character during world generation and can pause + cause events + resume.
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+* Creating Character (see [[file:character.org][character.org]])
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+** Definites
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+- Race (Elf, orc, human, whatever)
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+- Sex
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+- Gender
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+- Variety of appearance options
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+- Age (if you want to die of old age 10 minutes in, be my guest...)
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+- Civilization (optional)
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+- Physical and Mental attributes (point based system)
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+- Equipment (point based system, see Dwarf Fortress embarks)
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+- Skills (point based system, also similar to Dwarf Fortress)
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+** Maybes
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+- Voice customization (no actual audio, this would be used as modifiers in character interactions)
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+- Background from discrete list (this could give bonuses and negatives (always both) to various things)
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+* Main Gameplay (consider this entire section "maybes")
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+** World
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+- Tile based from top to bottom (will this make realtime character control hard or annoying?)
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+- Multi z level
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+** Time
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+- Realtime in area around character(should this be configurable? automatically shrink/expand based on performance?)
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+- Degrades to some kind of more long term/less specific time for the rest of the world (but the rest of the world *does* keep running)
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+- Player can pause which freezes universe time until unpaused
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+** Character Control
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+- Realtime non-combat control (does this suck with tiles?)
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+- Turn based combat control (see combat section)
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+- No automatic pauses, all pausing is manual
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+- Specific keybindings/menu/layouts to be decided. Multiple clients planned.
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+- Do I want continuous control (hold down direction key to move) or more RTS style (select tile for character to move to)? Both?
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+** Combat
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+- Turn based
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+- Some kind of instance like system. Things outside combat area continue moving around in realtime, but if they enter the combat area they become part of turn based. (GIANT MAYBE BECAUSE THIS SOUNDS HARD TO GET RIGHT BOTH TECHNICALLY AND GAMEPLAY)
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+- Mostly DnD style combat. I like how realistic dwarf fortress is but I may stick to hitpoints.