Corrowland: Difference between revisions
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=Basic Plans= | =Basic Plans= | ||
The first version will simply be a field where you can move around and fight enemies. Enemies will spawn in a range of 3x3 screens, excluding the screen you are on. The screen is 40x30 tiles with each tile being 20x20. | The first version will simply be a field where you can move around and fight enemies. Enemies will spawn in a range of 3x3 screens, excluding the screen you are on. The screen is 40x30 tiles with each tile being 20x20. | ||
=Architecture= | |||
Most 'events' actually happen on the server, command line like. The gui acts to make the game convenient. I want to extend this out to include chains of actions. For instance, to make a hammer you would need to make a hammer-head and a short handle then combine them. And the tools required to make these would depend on the material. But rather than force all of that on the user, they can select "Make Hammer" and choose the material and the gui will take care of the specific commands. | |||
=Notes= | =Notes= | ||
I want a focus on a massive tech tree. Building of tools to make tools to acquire items to make more tools. This is very minecraft inspired. Unlike minecraft, I want the over world | I want a focus on a massive tech tree. Building of tools to make tools to acquire items to make more tools. This is very minecraft inspired. Unlike minecraft, I want the over world separate from dungeons and fortresses. As you go deeper (or higher) into these structures the difficulty of the enemies will increase as will the rareity of the drops. | ||
=Inventory= | |||
You can only carry two items at a time (or one two-handed item). You can equip items. This includes a toolbelt and backpack. Items have a volume and weight. The size of the backpack determines how much volume it can hold and the material determines the weight. Weight will also slow you down (only relevant in battle). You can put down the pack, but that takes a turn. Equipping anything from the pack takes a turn, but anything from the toolbelt is instant. Early on, I want to be able to build wagons and push/pull them around so that you can move loads of equipment | |||
[[Category:Code]] | [[Category:Code]] | ||
[[Category:Project]] | [[Category:Project]] | ||
Revision as of 16:32, 3 July 2012
This is my rouge like game. Player starts in an overworld. As they explore they can build structures, fight enemies and acquire items. There is no leveling, the skill is inherent to the player and their items. The game is pseudo real time. The world moves at 1 fps. The focus is on strategy rather than APS.
Basic Plans
The first version will simply be a field where you can move around and fight enemies. Enemies will spawn in a range of 3x3 screens, excluding the screen you are on. The screen is 40x30 tiles with each tile being 20x20.
Architecture
Most 'events' actually happen on the server, command line like. The gui acts to make the game convenient. I want to extend this out to include chains of actions. For instance, to make a hammer you would need to make a hammer-head and a short handle then combine them. And the tools required to make these would depend on the material. But rather than force all of that on the user, they can select "Make Hammer" and choose the material and the gui will take care of the specific commands.
Notes
I want a focus on a massive tech tree. Building of tools to make tools to acquire items to make more tools. This is very minecraft inspired. Unlike minecraft, I want the over world separate from dungeons and fortresses. As you go deeper (or higher) into these structures the difficulty of the enemies will increase as will the rareity of the drops.
Inventory
You can only carry two items at a time (or one two-handed item). You can equip items. This includes a toolbelt and backpack. Items have a volume and weight. The size of the backpack determines how much volume it can hold and the material determines the weight. Weight will also slow you down (only relevant in battle). You can put down the pack, but that takes a turn. Equipping anything from the pack takes a turn, but anything from the toolbelt is instant. Early on, I want to be able to build wagons and push/pull them around so that you can move loads of equipment