For the gameplay itself, I see pretty much SIL as the base, but I would add a few things:
- destructible walls
- possibility to drop traps on the ground
- merchants in safe areas
- a level of water per cell which would affect speed and a variety of other things
- the ability to have fire; either limited in time as fallout from an explosion, or spreading if material allows it. This would affect enemies as well.
- an indicator when you hear enemy sound
- independent enemy AI, where creatures may kill each other; this could be very useful to try and get followed by an enemy just to bring it to his own enemy, etc.
- adding lock picks
- I'm on the fence about crafting
- add optional indicators that shows the chances of success in a fight (will be useful for debugging, not sure about the final game)
- be able to drop a note in that cave for future adventurers of the same faction
- weapons and armors wearing out so that they require repairs to not lose them
- showing clearly the differences between 2 pieces of equipment.
this will force graphic tiles instead of text since more information needs to be conveyed, but I am planning to keep it very basic visually.
As far as muti vs. single, I think it covers both:
The world will be automatically generated; since it only takes a seed and a few parameters per cave we can have a world larger that your lifespan could handle.
My idea is to have a central zone of activity which is actively maintained, balanced, etc but if a player wants to travel to a remote area to make his own fiefdom and adventure there, it is not a problem; this can be handled at the start of the game; It is possible that other players reach that area through adventure, but with the mechanics I have in mind, it would take a considerable amount of time until it has a chance to happen; then you can always set defenses there as well.
So we really have 2 main elements:
- a dynamic world map with the lore, strategical decisions to make that will affect the world in general
- cities, caves, castles, dungeons similar to SIL, but with improvements that are the areas to visit from the main map.
From the lore perspective, we need to figure out 'who' you are, and what your main motivation is; saving (the world, someone? rescuing? looting? etc
what makes the different forces in the world and what they're trying to do as well.
it would make sense that players would be taking opposite sides.
if a player dies in a cave, etc his property will be converted to value that the factions owning the area will be able to spend; so maybe you find that your calling in life is to fortify lines, or to organize economics to make prevent other players from taking an area, etc.
you don't necessarily have to be the good guy here, but the lore should explain each point of view so you'd feel compelled to belong in one place or another.
a bit like how Ultima IV did it (or was it the III?) where you go to a gypsy and she's doing some tarot reading; based on your choices, it determines where you'll belong; something like that can be a playful way to make you start in different scenarios so that you fight for good, for bad, or just ignore everything and try to loot anything you can or any other thing we can think about
- destructible walls
- possibility to drop traps on the ground
- merchants in safe areas
- a level of water per cell which would affect speed and a variety of other things
- the ability to have fire; either limited in time as fallout from an explosion, or spreading if material allows it. This would affect enemies as well.
- an indicator when you hear enemy sound
- independent enemy AI, where creatures may kill each other; this could be very useful to try and get followed by an enemy just to bring it to his own enemy, etc.
- adding lock picks
- I'm on the fence about crafting
- add optional indicators that shows the chances of success in a fight (will be useful for debugging, not sure about the final game)
- be able to drop a note in that cave for future adventurers of the same faction
- weapons and armors wearing out so that they require repairs to not lose them
- showing clearly the differences between 2 pieces of equipment.
this will force graphic tiles instead of text since more information needs to be conveyed, but I am planning to keep it very basic visually.
As far as muti vs. single, I think it covers both:
The world will be automatically generated; since it only takes a seed and a few parameters per cave we can have a world larger that your lifespan could handle.
My idea is to have a central zone of activity which is actively maintained, balanced, etc but if a player wants to travel to a remote area to make his own fiefdom and adventure there, it is not a problem; this can be handled at the start of the game; It is possible that other players reach that area through adventure, but with the mechanics I have in mind, it would take a considerable amount of time until it has a chance to happen; then you can always set defenses there as well.
So we really have 2 main elements:
- a dynamic world map with the lore, strategical decisions to make that will affect the world in general
- cities, caves, castles, dungeons similar to SIL, but with improvements that are the areas to visit from the main map.
From the lore perspective, we need to figure out 'who' you are, and what your main motivation is; saving (the world, someone? rescuing? looting? etc
what makes the different forces in the world and what they're trying to do as well.
it would make sense that players would be taking opposite sides.
if a player dies in a cave, etc his property will be converted to value that the factions owning the area will be able to spend; so maybe you find that your calling in life is to fortify lines, or to organize economics to make prevent other players from taking an area, etc.
you don't necessarily have to be the good guy here, but the lore should explain each point of view so you'd feel compelled to belong in one place or another.
a bit like how Ultima IV did it (or was it the III?) where you go to a gypsy and she's doing some tarot reading; based on your choices, it determines where you'll belong; something like that can be a playful way to make you start in different scenarios so that you fight for good, for bad, or just ignore everything and try to loot anything you can or any other thing we can think about
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