BlickPort

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BlickPort
Developer DruidPeter
Theme Good Question.
Influences Various Transcendentalist Writings...
Status Talkie-Talkie.
Released Not yet.
Updated {{{updated}}}
Licensing Good Question.
P. Language C++
Platforms Linux/Windows
Interface GUI(sfml)
Game Length Good question!
[{{{site}}} Official site of {{{name}}}]

Contents

Overview

The game objective is to visit the 8 shrines of BlickPort, and unlock at each location a token of lore, each of which presents itself not as an item, but as a special sort of quest/experience for the player to have. There is an unlimited amount of time to do this, and nothing really happens after the 8th shrine is visited (though this may change. We'll see). So the player should feel free to dick around endlessly, if they so desire, or try to speed run through to the end shrines for a higher score.

Feature List(s)

Combat and Tactical Mechanics

  1. Explicit commands for attack, dodge, grapple, struggle, and steeling oneself.
    1. Attack and Dodge histories and prediction. Visual cues are presented indicating the direction of the last attack and dodges of yourself and opponents, depending on initiative.
  2. Exhaustive basic needs system:
    1. Hunger
    2. Thirst
    3. Sleep
    4. Fatigue
    5. Arousal
    6. Defecation
    7. Urination
    8. Body Temperature
    9. Novelty (Possibly)
  3. Full integration between Violent and Nonviolent resolution systems for all player/npc/monster conflicts.
  4. Programmable usage of items for player and followers.
    1. On any inventory screen, multiple items and their uses can be selected and chained together.
    2. On exiting the inventory screen and resuming the game, items will be used automatically and in sequence according to entity's initiative, reflexes, and speed.
    3. Auto usage of items can be paused and/or mapped to user activated actions.
  5. Fully developed in-game economy. Monsters and Entities do not drop items they would not reasonably be expected to be carrying. This means most animals and true monsters don't drop any usable items at all.
  6. Items and gold are not simply left lying around. Stashes can, and will, be looted.
  7. No fast travel, and maps do not mark your position.
  8. A specialized crafting system of highly specific scope:
    1. Only a limited subset of items may be crafted from other items, and of these very few can be made from raw resources.
    2. Of items that can be crafted, emphasis is placed on short, resoneable, and immersive recipes. For example, a letter may be crafted from parchment, quill, and ink, or from parchment and a fountain pen, or from paper and a fountain pen, et al.
    3. Crafted items retain information about the items used to craft them.
  9. Your character keeps an in-game journal which is updated regarding game events and various information happening in the game world:
    1. Updates to your journal happen whenever your character sleeps, and if the character has their journal and writing implements on them. If your character is too exhausted, however, they may not write in their journal before sleeping.
    2. The longer your character goes without sleep, the greater the chance that information will be recorded in their journal inaccurately, or not at all.
    3. If a character's journal is lost or destroyed, then player access to that information is lost until recovery or permanently, respectively.

Special and/or Lore Mechanics

  1. NPCs belong to one or more of a number of factions that are generated at game start.
  2. NPCs and the Player may join and leave multiple different factions over time.
  3. Factions vie and compete against each other using RTS and 4x style game mechanics, similar to your standard civilization game.
  4. At any given time, there is a finite amount of total world resources.
    1. Some resources renew over time. The rate at which they renew changes over time and may be affected by player or npc/monster actions.

Magic System

  1. There are a variety of schools of magic from which the player may take studies.
    1. Each school of magic presents achievable spells in the form of a perk tree.
    2. Ranks in a particular school are achieved through practice of that particular form of magic, and grant access to new perks.
  2. Magic spells may require various types of casting implements, ritual actions, or may be castable at will, depending upon the player's affinity and rank proficiency at the school of magic in question.
  3. In addition to spells, there are songs. Songs are in a school of their own, and always require an instrument to implement. Songs are special, and have varied effects. Any song may be played, but their effect will depend on the rank a player has obtained in other schools. Songs can only be learned through quests or through specific types of items.
  4. Runes are wooden tablets which have the energy of various spells imbued within them by some other caster. Runes can be invoked through phrases imprinted upon the tablet by anyone who can read or recall the phrase. (unmarked runes require the invoker to know in advance the phrase required to unlock and release the spell).
  5. Certain items (mostly wearables), grant passive magical effects. Additionally, some magical affects are a byproduct of high affinity and/or rank obtained in a school of magic. High affinity individuals will achieve these effects at lower ranks. Low affinity individuals will achieve these effects at higher ranks, or perhaps not at all.

Skill System

  1. The success or failure of many types of activities may be influenced by skill proficiencies. This includes:
    1. Social Skills (persuasion, intimidation, et al)
    2. Weapon and Tool Skills (Sword, Axe, Baton, et al)
  2. Proficiency of skills increases through use.
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