A page to detail information for the Browser Based Game, such as Rules/Concepts/Ideas.
- 1 Technical Details
- 2 Game Location
- 3 Player Options
- 4 Death
- 5 Crafting / Alchemy
- 6 Combat System
- 7 Quest Tree Structure
The initial starting location for the Game is going to be the walled city of Khania the capital of Cydonia. Players will initially be restricted to just this one location, being unable to exit the city's walls. This means I can focus on developing a single area for the launch of the game, that will be (hopefully) detailed and interesting. After this location is completed, and the game system itself is functional, a beta version of the game can be made public. During this Beta period, I'll fix bugs that inevitably turn up, and then work on expanding the surrounding region/the rest of the continent.
The Zone for the City of Khania is going to be downscaled from its actual 400km2 area to an area of 4km2 for the purposes of the game. This same scale may be used for the rest of the game world.
Races / Nationalities
- Alvari Outcast (restricted to a small percentage)
- Jagar (restricted to a small percentage)
- Auroch (restricted to a small percentage)
There will be no fixed classes, just a varied selection of skills and focuses people can dedicate their XP towards, one character may be half magic, half combat, while another goes full combat... my goal with the rule system is to allow these two career paths to be roughly equal in power if composed of the same amount of points.
There will be careers, becoming an employee, or self-employment, becoming an apprentice Blacksmith for example. A players time will be focused towards this career, so taking up multiple would need to become taxing or simply prohibited. Some careers will lead on to more advanced versions of those careers. Unique advances may become available through these careers.
Players would start out as very low end versions of these Careers (Apprentice Blacksmith for example)
In order to keep people playing, Perma-death is probably best turned off, though could be a special option for those who want it. When defeated in combat, its assumed the character lives, albeit battered & bruised, though exactly what happens on a Failure outcome is determined by the Quest Creator. For example, the Quest might have the Player attacked by Bandits, and when he is defeated in Combat, the Bandits might just rob him of his valuables and leave him laying prone by the side of the road. The Bandits could also take the Player prisoner upon being defeated, meaning the Quest continues, likely with an Escape attempt or being Rescued.
Crafting / Alchemy
Large list of "joinable" items. Lots of base world items, raw materials such as Stone, Dirt, Water, Metal, etc.. which through a process of crafting/alchemy can be used as component parts of a larger whole. This list would be extensive, with items being able to be joined with many other items, experimentation required, though eventually some user or another will create a list that will be shared.
Making usable items such as Weapons/Armour/Clothing. Tools and Strength/Dexterity required, A lot of time working on an item. Items created will be restricted to base templates learnt, but those templates can be improved through experimentation. Result of a Failure is a useless item wasting the materials.
Making chemical concoctions such as Salves/Potions. Tools and Intelligence/Dexterity required, A moderate amount of time working on an item. Experimental mixes can be made within a restricted list of what combines into what. Result of a Failure is a potentially dangerous or explosive mixture depending on the components, or just a useless waste of materials.
Not sure how temporary these mechanics are going to be, they've gone through a lot of incarnations thus far. The goal was to have a flexible system that allows for a combination of attacks and defenses, being able to cast a spell into the mix while fighting with swords, or chuck a throwing axe at the enemy. Same for defense, to be able to block or parry with a weapon, Dodge out of the way, or use Magical shields and wards to prevent attacks or damage. A player can focus all his points in one, or spread them out over a few, but aslong as the total points allocated are the same for two opponents, then they'll be roughly equal. Your focus or split of points in each of the three components would determine what skills/powers you have access to.
Offensive Statistics (a pool of points to split between 3 component parts)
- Melee Score - Any melee weapon, perhaps including Shield Bashes or Off-hand Weapons if equipped.
- Ranged Score - Bows, Crossbows, Thrown Weapons.
- Spell Score - Primary Attack Spell (Magic Missiles and such)
Defensive Statistics (a pool of points to split between 3 component parts)
- Block Score - Parrying with Weapons, Blocking with Shields.
- Dodge Score - Bobbing and Weaving, Diving out of the Way.
- Ward Score - Displacement/Absorption/Deflection Spells.
- Offensive Rating (OR) = Melee + Ranged + Spell
- Defensive Rating (DR) = Block + Dodge + Ward
Success is determined by a percentile roll, base 50% modified by the difference between the Offensive Rating of the attacker, and the Defensive Rating of the defender. A percentage split is then calculated based on the proportional contribution of each of the 3 components of the rating, this percentile split is compared to the roll made, and what percentile the roll was within range of success (from 1 to the Percentile number required to succeed at the roll). Since I may not be explaining this very well, I shall provide an example. This percentile split determines which component was used in the attack or defense, to allow the player to make use of both Melee weapons and spells within the same combat. The split is stacked with the largest score covering the lowest numbers.
- We have an Attacker, lets call him Bob, his Offensive Rating (hereafter referred to as OR) is 80, which is made up of 40 points of Melee, 30 points of Ranged, and 10 points of Spell.
- We have a Defender, called Steve, his Defensive Rating (hereafter referred to as DR) is 100, which is made up of 20 points of Block, 50 points of Dodge, and 30 points of Ward.
- Bob attempts to attack Steve, the base percentage for this roll is 50%, and the difference between the OR and the DR is -25 (50 - 75), this means that Bobs target goal on the percentile roll is 25%, so any number 25 or lower on the percentile roll (1-100) would be a success.
- Bob rolls a 20, and so luckily succeeds at his attack.
- Now, his target number was 25, and so his roll of 20 is 80% of the target number (20 being 80% of 25, this number would be rounded to the nearest percent in the system).
- 80% of Bobs OR of 80 would be 64, which means in the stack of the components in order of largest first (40,30,10), 64 would land in the second value, 30, which is his Ranged score, which means the attack that landed was a lucky shot with his equipped Ranged weapon, which we'll say was a Throwing Knife.
- If we now skip to Bob's second attack, he still has a 25% chance of hitting, and this time rolls a 50, which means he failed to hit, but we've now to determine how Steve managed to foil Bobs attack.
- For this we take the Failure range, in this case any number above 25, so 25-100 would result in a failure for Bob.
- Now we have to calculate how far into the Failure range the roll went, 50 minus 25 is 25, and the 25-100 range is 75 points. 25 is 33.333% (this would be rounded) of 75
- So we're now looking at where 33% would be in the stacked range of Steves DR (50/30/20), and so 33% of 100 is 33, and 33 would still be in the first component, the highest, which was Steves Dodge score, which means Steve managed to dodge out of the way of Bobs second attack.
An addition to this system in the code would be to perhaps calculate which Offensive Statistic Bob was using when he failed to Attack, which is doesn't currently bother to do, so that when Steve dodges out of the way, we can be more descriptive of what he dodged out of the way of.
Primary Attributes (different levels of Primary attribute may unlock combat skills/powers)
- Strength (STR) - Adds extra damage to your Melee attacks. Moving things, Breaking things, Physical Coercion/Intimidation?
- Agility (AGI) - Adds extra damage to your Ranged attacks (due to precision). Helps determine who acts first. Making things, Manipulating objects.
- Intellect (INT) - Adds extra damage to your Spell attacks. Will provide specific extra information/options in quests/dialogue.
- Constitution (CON) - Will provide a bonus to Hit Points. Endurance, Fatigue, Resisting Poison.
- Wisdom (WIS) - Helps you notice things, warns of danger, gut instinct and intuition. May provide situational bonus to Initiative. Will provide specific extra information/options in quests/dialogue.
- Charisma (CHA) - Increases amount of Fame you receive, affects NPC disposition. Will provide specific extra information/options in quests/dialogue.
- Hit Points (HP) - Increased each level, a bonus provided by Constitution Attribute.
- Speed (SPD) - Determines how fast you travel across the map, not sure if it'll be derived from other statistics, or an arbitrary number assigned by race, and adjusted by equipment (such as a Horse)
- Fame/Infamy - Level by which you are well known in the world. Will need to be calculated by saturation, average Fame level being the baseline. For example, if you reach 100 fame, while everyone else is still down around 50 fame, you'll be noted for your particular fame by NPC's and Statistical pages of the website. If however, you remain at 100 fame, and everyone else reaches 100 fame also, everyone at 100 wont be as famous due to an oversaturated level of people just as famous. A player would have to stand out considerably from everyone else to be considered truly Famous or Infamous in the game world. Will have to really think about this however, as the baseline will eventually get surprisingly High if there were a lot of players in the game, and it'll leave beginner players with a near impossible task to catch up. Will perhaps need to figure out an alternative and probably complicated way to handle fame in the world.
- Karma - A slightly seperate scale modified purely by Moral decisions known or unknown by the public, in most cases able to be kept detached from Fame/Infamy, but for a lot of players it'll likely be similar, Low Karma individuals may well be Infamous, and High Karma people being Famous, but I would want people to be able to have High Karma without becoming particularly famous.
Quest Tree Structure
The following is the concept for the Quest Tree Structure, a graphical tool will be required to easily create the quests. RaphaelJS can be used for a Vector-based solution rather than using Flash.
Story Boxes (Rectangle)
These boxes will give a description of what has occurred, describing the environment and individuals. Each Story box will then present you with a list of Responses for how to continue, which will then lead to the player to the next Story Box.
Responses (Rounded Rectangle)
The Quest Creator will attach Responses to a Story Box, and then select from a number of options what kind of Mechanic, if any, would be associated with the Response. Each response can have Actions (usually only one) and/or Outcomes attached to it. If the Response would require a test that could either succeed or fail, an Action would be attached to it to determine the outcome, granting two potential Story Boxes depending on the result, if the Response has no possibility of Failure, it would lead straight onto the next Story Box.
Actions run through Combat Routines, Attribute tests or Skill Checks to determine Success or Failure in a task.
- Fight [Specified Creature(s)] - The Player has to battle the specified Creature or Group of Creatures. Paths from here are Success or Failure.
- Test [Attribute|Skill] [Difficulty Value] - Tests the Players attribute or skill value against the Difficulty Value. Paths from here are Success or Failure.
Outcomes determine what Rewards or Losses are accumulated by the Players, and what changes to the World occur as a result. They can even cause repercussions to occur at a future date.
- Add [Gold|Specific Item(s)]
- Remove [Gold|Specific Item(s)]
- Event - Causes an Event to occur at a later time.