A game made using simple systems which show off Evennia's many features - especially the available contribs - while still being fun to play. (Emphasis on fun).
(This is an initial sketch of what's been suggested so far, with some gaps noted via questions you can answer.)
- "Magic Dungeon for Sale"
- Light-hearted fantasy theme.
- Bonus points for puns.
- The main hub of the game is a stereotypical sword & sorcery town. POI in town include:
- IMPLEMENTATION NOTE - Use the XYZGrid contrib
- What notable NPCs should be at these locations or wandering the town?
- A bar/pub/tavern
- What eating/drinking mechanics should be implemented to support this?
- A smithy
- Is this a shop? A crafting station? Both?
- Smithies often act as a repair hub. Do armor/weapons have durability and take damage with use?
- An arena
- PvP, PvE, or both?
- A shop. "Ye Olde Magick Shoppe"
- A smithy
- A procedurally generated dungeon, which resets whenever it empties.
- IMPLEMENTATION NOTE - Use the wilderness contrib
- Global dungeon or instanced for parties?
- Source of gear, treasure, or both?
- The Overworld
- What do you do here?
- Six planned classes (names pending), with major/minor stat focuses:
- "Warrior": Strength/Cunning
- special ability: combat specialist?
- "Paladin": Strength/Will
- special ability: defense and support?
- "Rogue": Cunning/Strength
- special ability: stealth?
- "Bard": Cunning/Will
- special ability: ?
- "Shaman": Will/Strength
- special ability: ?
- "Wizard": Will/Cunning
- special ability: spells?
- Classes can be swapped at will at a trainer NPC
- "Warrior": Strength/Cunning
- Progression
- Gear vs Attribute progression?
- Gear progression is when you improve your character by getting better gear
- Attribute progression is when you improve your character by increasing character stat numbers
- Both can and often are gated by character level
- Gear vs Attribute progression?
- Skills?
- IMPLEMENTATION NOTE - If included, use the Traits contrib
-
Three-stat system, with three "resource" pools
- IMPLEMENTATION NOTE - Use the Traits contrib
- Stats: Strength, Cunning, Will
- Resources: Health, Mana, Stamina
- Player Set Information: Aggression, Block Position, Parry Position
-
NOT turn-based combat
- Notes from friar are at the end of the section. All values subject to future tweaking for game balance/fun-ness
- Dice rolls are standardized as 2d6+stat
- IMPLEMENTATION NOTE - Make this a single point-of-access method which passes in the stat.
- Agression:
- Defensive (x1/2), Normal (x1), or Aggressive (x1.5)
- Increases damage dealt, delay, and stamina costs by Aggression factor
- Changing Aggression will incur an attack delay.
- Weapon stats
- Min and Max Weapon Range (melee/short/medium/long), Polearms could have Min: melee, Max: Short
- Physical Damage Range (1 for Unarmed, 1-3 pt for a dagger, 2-4 for a longsword, 3-8 for a battleaxe/polearm)
- Stun Damage Duration (An amount of delay to add to the Target's action delay)
- Base Stamina Cost to attack with it (Fist: 2 points, Daggers: 2 point, longsword: 4pts, Battleaxe: 6pts, Polearms/Bow: 8 pts)
- Base Delay Duration (polearms take longer to recover after an attack than daggers, for example)
- Optional extra delay to reload (bows/crossbows, for example)
- It can be thrown effectively: Boolean
- Armor stats
- Heavier armor adds a dodge penalty to your defenses (-1 dodge for light armor, -2 medium, -3 heavy)
- Heavier armor adds an Extra Stamina cost to all actions (1 stamina for light, 2 for medium, 3 for heavy)
- Acts as Damage reduction when hit (ex: Light is 2 points of Physical reduction, Medium is 4 points, Heavy is 6 points)
- Heavier armor adds to the delay modifier of all of the wearers actions (Light is 1.1, Medium is 1.2, Heavy is 1.3)
- Exotic armors may affect the other non-physical types of damage
- Target zones
- Combatants can set their defense and attack zones as an XY coordinate, left/center/right, low/mid/high
- Changing attack zone is a free action
- Changing defense zone incurs an attack delay
- Attacks landing on your defended zone procs a defense auto-action, which if successful gives a counter-attack bonus.
- Should there be any effect for landing "near" a defended zone? e.g. if you have left/mid and someone aims for left/high
- Attacks landing outside the defense zones successfully land on armor in the strike zone
- Combatants can set their defense and attack zones as an XY coordinate, left/center/right, low/mid/high
- Combat movement
- While in combat, you can "advance" or "retreat" to/from an opponent to change your active range
- Advancing and retreating incur movement delays
- Ahould this be separate from the attack delay, or should moving prevent attacks/attacking prevent movement?
- Movement and Attacking are separate delays, but Movement and Casting spells should probably be mutually exclusive
- Overall Attack Algorithm:
- Check to see if the attacker is still counting down a previous attack delay
- if so, send an error message about it and early exit.
- If this is a Throw attack, check the Throwable flag on the Attackers Weapon
- if not throwable, set the Base Physical Damage Range to 1-2 and the Base Stamina Cost to 4.
- Check to see if the attacker has enough Stamina for the attack, based on weapon/spell, modified for their aggression and armor.
- if not early exit with an error message
- Check to see if the target is within the attackers weapon range (both melee or ranged attacks)
- If not early exit with an error message
- Set the Attackers delay to the Weapon's delay time modified for Armor/Aggression
- Subtract the Weapon/Armor/Aggression modified Stamina cost from the Attacker
- Check to see if the target is using a shield and their Block zone matches the Attacker's target zone
- if so, set Blocked
- Check if target is wielding something that can parry, and if their Parry zone matches the Attacker's target zone.
- if so, set Parried
- If Blocked or Parried
- Subtract a small amount of Stamina from the target for the Block/Parry
- Check to see if the range to the target is melee and the attackers weapon Minimum allows melee
- Add extra time to the attackers delay for being melee Blocked/Parried
- if Parried, Set the target's Parry Bonus to +2 against this attacker
- early exit
- if melee, Roll Attackers (2d6+Strength+Agression+Bonuses) versus (2d6 + Targets Cunning + Buffs - Target's Armor Dodge penalty)
- if ranged, Roll Attackers (2d6+Cunning+Aggression+Bonuses) versus (5 + Target's size modifier + Buffs +2/+4 for medium/long range)
- if spell, Roll Attackers (2d6+Will+Aggression+Bonuses) versus (4 + Target's Will + Buffs)
- if melee or ranged and this roll exceeds the target number:
- generate a damage value from the Attackers weapon's base damage range
- Add Attackers Strength for Melee/Thrown attacks, Cunning for Ranged weapon attacks
- multiply the result by the Attackers Agression factor (round up)
- Subtract off the Target's armor, if any, and apply the remainder to the Targets Health
- if the target dies, perform corpse operations.
- if spell, and this roll exceeds the target number:
- call that spell's custom code.
- Check to see if the attacker is still counting down a previous attack delay
-
Crafting weapons/armor/potions as a counter-option to buying them.
- IMPLEMENTATION NOTE - Use the crafting contrib
-
Containers
- If we want them, they need to be implemented, including custom get/put/drop commands.
- EvAdventure is built with the concept of a backpack but does not yet implement containers
-
Inventory management
- Do characters have a carrying limit in terms of objects or size?
- EvAdventure comes with a built-in carrying capacity
- If there are containers, do they allow you to carry more?
- Do characters have a carrying limit in terms of objects or size?