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Game Design

Page history last edited by PBworks 16 years, 6 months ago
How to play
  • Create a character
  • Choose an adventure
  • Follow choices and ideas in the text
    • Nodes - individual tableaus linked together via html
    • Options - changes within a page/tableau, javascript stuff?
      • concealed until skill roll
      • require an item or prior event
  • Or you can read the rules for expanding the world and then,
  • Make the world your own
    • Discuss ideas in the forums
    • Add more options to a tableau.  If you can think of something you want your character to do in a situation, then write the scene a/o query it to the DMs. 

 


 

 

screenlayoutconcept_mini_gif

Oh! graphical representation of a screen layout concept

 

 

Relevant Documents:

Game Design Notes

World Building - notes on the history and nature of the Shashnian world.

Adventures - exploring the design process through playable demos

synopsis - goals and sutff of this project.

 

This section needs revision, discussion and trimming down to a core set of statements.

 

Overview:

 

A game that encompasses traditional fantasy features in an alien environment with some peculiar twists.

 

A fast and easy, open-ended design that would be suitable for a generic system. A system that is flexible enough to encompass Gamist, Narrativist and Simulationist playing styles. (gamist = players who wish to constantly be challenged, narrative = building a fun story, simulationist = what would really happen)

 

Calculations necessary for mechanics could potentially be performed by a supplementary computer program. All calculation methods must be accessible to the players.

 

Mechanics should attempt to emulate realistic situations except where fun gameplay and magic supersede that.

 

Combat is focused on melee, HtH, magic and a minimum on FPS style. The basic combat should be structured to allow extention to squad-based and army-based confrontations to be resolved quickly. Skill-based noncombat abilities should be able to play a role in combat situations.

 

Progression in the game can be centered around the goals that the players set. Some might prefer to level up and seek the most physical/magical prowess. Others might prefer to create a thriving network of trade or production. Rewards for adventuring comes in the form of action points which can be reinvested into whatever endeavour the player wants.

 

Level is not so obvious a quality. More total accumulation and investment of points. Their will still exist ladders and scoring systems for players to measure themselves by: tournament ladders, monsters trophies, oodles of stats, titles of rank, stuff.

 

Key Phrases

 

  • Avoid tedium
  • Engage story
  • Easy to follow ideas
  • Open ended customization
  • Increased human attention spent on a task increases output
  • time limited (this is more for future thoughts if developed into a full CRPG with graphical, FPS/action type GUI
    • number of turns in a day, a routine thing, not life consuming
    • PvP and competition is detached and unrestricted

 

Goals

 

To create a fun system that reflects a vibrant world.

 

A core concept: increased invovlement by players in an aspect of play will improve the outcome of that action. The action could be simplified for lesser potential at outcome, but to speed up gameplay.

Players should not be restricted to do something if the adventure will be more fun if something outlandish happens (an energy points system that can be used to offset nearly impossible chances in order for the adventure to proceed).

 

Mini-games

 

User-contributed, modified, adaptible. A core set of rules and many possible modifications to allow for all sorts of adventuring specializations.

 

To balance broad, open-ended play options without succumbing to 'feature creep' or getting lost in the details.

 

Venue

 

Allow for narrative-style discussion board play to be created in tandem with this encyclopedia?

 

A mapped-out/symbolic method for combat

 

I really think that computer based calculation of moves, dice, etc could speed up table-top play; provided that there was the infrastructure inherent that the GM and players could override the rules when necessary. (little modules of code? minigames that can be skipped? dunno logistics)

 

Community

 

The design should be such that a community is encouraged to grow and develop new content.

  • Moddable
    • Story
    • Character
      • classes
      • abilities
    • Items
    • Maps/levels/areas/mattes
    • sprites and models
  • Tweaking
    • toolsets
    • sliders
    • point systems
It must be moddable, for community involvement and development of the game. Character, item, level models. New race abilities and characteristics. Adventures and stories. Have various levels of modding: tweaking (sets of tools, sliders, and point systems that allow characters to create minor changes in the games. Things like basic weapon and spell mods, regional variation of physical characteristics), toolsets (for mapping areas) but also allow for importing of coding and custom model, map, items, etc. I suppose there would need to be some sort of filecheck system to verify which have been modified. Anti-cheat software will need to be either built-in, or with heavy support from the production crew.

 

 

There could be an approval method so that items do not become too unbalancing. Could even justify these factors with the conservative technological approach of the Shashnimyn. If items get worn and require maintenance, then too-powerful items could become ones that cannot be serviced, therefore would become extremely rare (held only by those individuals who could service them) perhaps achieving a legendary status.

 

Internal RPG discussion

 In person discussion of the existing system.  This can also take place on the forums, and relevant threads will be cross-linked here.

 

External RPG discussions

Talking about other role playing systems, their advantages, disadvantages and how those reflect upon the design of this system.

In the pilot phase, it is recommended that you use mostly OGL or d20 rules for compatability and accessibility to a large portion of the existing gaming community.

http://www.d20srd.org/ - a great 3rd party reference to the d20 System Reference Document

http://www.wizards.com/default.asp?x=d20/article/srd35 - the official WotC SRD

 

*Pen and Paper* - basic explanation of the pen & paper concept of RPGing for those familiar only with computer based RPGs.

 

JAGS RPG discussion - http://www.jagsrpg.org/ a pen and paper generic RPG system.

 

strategic empires discussion -

CPRG - online or offline clients

 

AdventureQuest - mindless hack and slash for the first bit... didn't hook me enough to want to keep playing.

 

Eve-Online

http://www.eve-online.com - mmorpg space cowboy game

 

Gothador

http://www.gothador.com/ - a more traditional style online RPG. kinda dark, not heavy on the graphics. community seems strong

http://www.guildofwisdom.co.uk - companion site with guides and stuff.

 

Progress Quest

http://www.progressquest.com - a tongue in cheek RPG. website is currently down

http://en.wikipedia.org/wiki/Progress_Quest

 

Design-related articles

http://www.darkshire.net/~jhkim/rpg/systemdesign/

 

Programming

 

Discussion about what technology and programming would be necessary a/o useful in this project.

 

Links to consider:

http://www.extremeprogramming.org/

http://www.huguesjohnson.com/tiamat.html

http://www.pygame.org/wiki/tutorials - python-based programming.

http://sourceforge.net/projects/phprpg/ - php and mysql multiplayer rpg engine project

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