concept:general
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Table of Contents
General Concept
Blackboard
- Interactive 'skilled' combat system: real time combat system about same complexity as rts
- No GUI: inventory? open bagpack, others can also watch and take. (ex: Spell building? building composing =⇒ virtual environment , …)
- Independent world (no player disconnect, creatures, vegetation, economy)
- Central cities, outposts, guards, resources
- RTS elements
- Grinding == combat training == in-game character combat intuition generation
- Outpost + City battles
- Minions through spawn crystal, use for defending outposts.
- The world consists of some major cities (currently 2: the good main story city, and the Eeeevil city of the black monsters). Scattered across the world are outpost, which provide resources amongst other things.
Main goals
- You are in an interactive movie. You are NOT playing a computer game.
The game should do everything to not break the virtual world it creates. All pc specific things should be minimized. You are moving around in a real world, and you do everything as if it would be a real world. Example: there is no inventory screen, you only have a backpak where you have to take things out of. Note that the game is still allowed to 'hint' actions. This is what are in real-life automated actions, or intuition. Example: auto-aiming of spellcasting, autotargeting for item pickup, or even for laying it out in shops, opening doors,...
- Always Allow Multiplayer, everything can be done in team
This is also true for even GUI should be mp, preferably do this by making all gui ingame. Example: Spell training happens in a magic created environment, telepathy,... Trading is laying out items on the ground and picking them up.
- Jump into game, play immediately, jump out (about 20 mins?)
- Can do everything!! (can be guard, shopkeeper,… can be useless and boring, but its possible)
concept/general.1309428919.txt.gz · Last modified: 2024/08/26 13:57 (external edit)