Eisenstern design notes
Base
gameplay ideas:
this is a very rough list, each area needs to be worked
out in detail, but its a good starting point. |
Basics
it is a SP game exclusively.
- FPS oriented base game mechanics, i.e. FPS style
controls, camera, movement, physics, and attacking, where appropriate
unlike an FPS however, your weaponry is much more focused on close
range/melee. Long range weaponry tends to have very expensive/rare
ammo, thus making it less useful.
- fighting
a group of enemies might feel almost like an FPS sub game inside
the RPG
- in
theory you can "win" by just killing every entity on the
map, like an FPS... except that it will take you quite a while to
become powerful/rich enough to have a chance of doing so.
no level loading. the game is one huge
world accessible/visible all at once. One sauer map that contains 5-50
hrs of gameplay.
highly non-linear.
- you can go anywhere and do anything in the game
world / there are often multiple paths to a destination
- there are no artificial limits to where you can
go, you will be limited only by the fact that you are initially not
very powerful or don't posses the right items, meaning going into
certain areas just gets you killed (npcs will warn you).
- As you become more powerful, more areas will therefore
naturally open up to you.
- "quests" will be weaved into npc dialogue
to give you some guidance as to what is appropriate for you to do
next with your current level of power, but they are by no means required
to be done in sequence or at all.
Base
items go along "diablo" lines, in the sense that the variety
of them is to some extend algorithmically generated (also can reduce
art requirement), and there's a lot of it, giving you that addiction
to collecting it. Many of them have special properties such as extra
defense they grant etc.
There
is only one kind of damage. |
UI
/ Interaction
context sensitive firebutton. Every object
in the game has a range of actions associated with it, in order of
priority. Hovering the cursor over any object shows what that the highest
priority action is, and pressing fire executes that action. The scrollwheel
changes the default action to any of the other ones available. The
default action for enemy character is of course "attack" but
there may be others. NPCs may have default actions "talk to" / "trade",
but if you want to kill them anyway you can just scroll to "attack" (every
object will remember the last action you set as default on it, so you
can just keep attacking it if that is what you want). This system is
not only very quick to use, it also allows many specialized actions
to be thought of on all sorts of objects. We can have "unlock", "burn", "dig", "throw", "tease", "poke", "plant" allowing
limitless gameplay ideas all through the same simple interface. |
dialogue
/ NPCs
- it would be nice to have a dialogue system that
does dialogue based on a little "database" of things the
NPC cares about, as opposed to canned dialogue, but after considering
the possibilities, and the fact that it is very hard to create atmospheric
dialogue this way, I think I am against it for now. It is simply
too lofty a goal. So dialogue will be canned, but very simple to
add/manage, so we can have plenty of it.
- dialogue is non-modal, in the sense that the game
doesn't freeze when a dialogue is happening, you can keep on walking
around etc.
- Dialogue is displayed in a text box above the NPC,
in 3d (i.e. its size is distance dependent!)
- NPCs
may have certain lines of text which they utter uninvited, either
because you are near, or even just when other NPCs are near. So while
walking around you may see bits of dialogue, even of NPCs in the
distance, which you can either look at or ignore.
- if you want to provoke a line of text from an NPC,
you can use the default "talk" action on them.
- if an NPC has said something to you because you
talked to them which requires an answer from you, your default actions
will change into "talk (yes)" and "talk (no)" (and
maybe other words, if required) which you can easily use to steer
the conversation, accept quests, allow them to receive items from
you / give to you, change their perception of you, etc.
- Every NPC will be in a certain "state" as
far as its dialogue is concerned, and talking to them or other events
may change that state. If an NPC is in a state where it has a fresh
line of dialogue for you that you haven't seen yet and is not an "uninvited" line,
he will have an icon above his head indicating that. If you talk
to NPCs without such an icon they will simply say what is appropriate
for the current state, which is either what they already said to
you or an alternative phrase.
- There is both a local state (for the NPC) and a
global state (for all of them), both of which can influence which
dialogue is current. The global state is primary way for *FIXME*
need a more programmable system easy script commands allow you to
specify lines of dialogue, along with possible answers from the player,
special conditions (items etc) and states to transfer to all with
a minimum of syntax.
- EVERY npc has the "trade" action, as all
have an inventory. NPCs that are merchants will have it as the default
action (they have way more items), and others as an optional one...
it may happen some random NPC happens to have a cool item.. though
they tend to be more expensive then merchants if they don't want
to part with them. Items sold to NPCs will stay in their inventory,
and items bought from them may never reappear, inventories are not
magically refreshed. Killing an NPC will randomly drop items from
their inventory, but not all (otherwise killing merchants would become
the prime objective of the game).
- The dialogue style for this initial RPG often borders
on the surreal/absurd. NPCs have their own desires and things they
do, and are not always relevant to your quests. This makes the world
more alive and gives it its own atmosphere.
- you are evil, and so are most NPCs. Everyone is out
for their own good, no matter what it takes.
- NPCs can have a preset number that says how much
they like you. Doing stuff for them, or just plain giving them items
may raise this number, other actions may lower it. Certain actions
(such as "follow") may only be available from a certain
number upwards.
- NPCs are hostile to monsters. A viable tactic can
be to lure one to the other to make them kill eachother.
- most NPCs tend to be very powerful compared to monsters.
- NPCs/Monster have a certain vision range, relatively
low. They won't attack you if you stay outside that range.
- You generally run slightly faster than monsters/NPCs.
If they try to attack you and follow you for a certain amount of
time without being able to get close to you, they will automatically
back off and go back to their base area.
|
Experience
/ stats
There will be no experience in the game. Instead, everything is regulated through
items. Everything you do in the game that would normally result in experience,
now results in raw resource items that can be combined in many ways (see
items, below) to make you more powerfull, and effectively have a
similar effect on gameplay that experience used to. Except now you can find/steal/sell/buy
these items, and in generally you will have more flexibility in how they affect
you becoming stronger. Less treadmill, more variety & tangible influence
on your power. For example, monsters may drop different kinds of "souls" and
other items, that can be combined into artifacts that when carried in your
inventory, make you stronger etc. Certain resources can are mostly good for
upgrading a particular stat, so that what you become good at can be coupled
to what you do in the game, but loosely. Generally, your stats are a function
purely of what is in your inventory, if you empty your inventory, you will
have the same base stats, no matter if you just start the game or have been
playing for weeks. Some of the usual stats that can enhanced using items:
- melee attack power
- non-melee attack power
- magic usage/attack power
- attack rate
- defense (damage absorbed)
- max HP
- running speed
- evilness (modifies the level at which point people
will obey your orders)
- trade effectiveness
- strength (max weight of inventory)
- stealth (reduces FOV of NPCs when you are stealing
something)
|
items
Items either lay around in the world
or sit in inventories of NPCs/monsters/the player. Items are persistent,
if you drop them somewhere, they will generally be there when you get
back.
- items outside of inventories have an owner, which
is either a certain NPC or noone. You can pick up items owned by
noone as much as you like, but if you are in the FOV of the owning
NPC or an NPC representing the law while picking it up, they become
hostile towards you. Trying to steal stuff is part of the fun of
the game.
- there is no "mana". There are "cast
many" spells which you can equip as weapon, and "cast once" which
you use as item. "cast many" items have a certain potion
casting cost. Potions come in red, green and blue, and are more rare/expensive
in that order. Simple spells tend to use mostly red, where as more
powerful spells use up more yellow and blue proportionally. Certain
NPCs can generate "use once" spells for you at certain
potion cost.
- you won't actually wear armours etc to give you
better defense (too problematic art-wise). Instead, you will simply
carry items around in your inventory that happen to give you +whatever
defense bonus.
- Weapons are the only items that are visible when
used, though there will only be one sword graphic for many different
actual swords
- there's no need to ever "equip" anything.
Your entire inventory is ready for use at all times, and affects
your play. To switch weapons, you will automatically scroll through
all available weapons in your inventory, + the fist. If you sell
your currently selected weapon, it will automatically switch to the
fist. Ammo automatically gets used out of your inventory, when applicable.
- There will be a generic item box model with a picture
of the actual item on it, as we may want hundreds of items and are
only able to produce models for a fraction of that.
- the game specified a list of item rules such as:
milk + wheat = bread. This means that if you have a bottle of milk
selected in your inventory, and the inventory also contains a bag
of wheat, a "bread" button will show up, pressing it takes
the two items and makes bread. Combined items tend to be worth more
and have better stats than the sum of their components. You can "split" most
items in the same way to get its components back, but it will reduce
the value of the components. I.e. 2 value 10 items may combine into
a value 40 item, but when split they become 2 value 7 items. This
is to make splitting possible (in the case of say de-attaching an
artifact from a weapon), but it won't be a popular action.
- inventory display works much like dialogue, in the
sense that NPC showing its inventory pops up an inventory "window" above
their head (much like the text balloon), from which you can select
items, in 3d. Much like the text it is non-modal, meaning you can
keep walking around/doing other stuff while an inventory window is
open. It will automatically close if you are a certain distance away
from it for N seconds, much like dialogue, so you can ignore it and
just walk away. You can do the same with your own inventory, you
have a way to open it where you are currently at, and it will just
stay there until you either get too far away or open it somewhere
else. You can have it open in battle so you can conveniently & very
quickly grab items from it while you are fighting without
a "mode switch".
- items have a much larger role in the game than in
most rpgs, as many stats and quests are repesented by items.
- There will be a set price for each item, which is
its 100% price and real value. Generally, merchants will do any item,
and sell for close to 100%, and but for close to 50%. Individual
NPCs that are not merchants may have a desire for particular items,
and will give you 120% for those item, and won't want to sell em
again (200%). Any other items they don't want, so they'll buy them
from you for very low (say 30%), and sell em for low as well (say
60%).
monster spells play a big role in combat.
As you progress you can find more and more ONE-USE monster spells.
These are monsters you can summon, that will automatically attack your
enemies. The only difference between them and enemies is who they are
hostile to, otherwise they behave exactly the same as monsters, i.e.
they don't follow you around. They are NOT party members, they are
expendable. Almost like autonomous weapons. The reason for their existance
is to give you more flexibility and strategy in hard battles vs many
monsters. Using monster spells allows you distract/block other monsters
etc.
Since they are one-use, you have to be careful where to use them. Maybe a way
to turn the monster back into a spell can be available, only the next time
the spell is cast it will have the same health it was "collected" with.
This opens up the door for converting enemy monsters to your side as well (which
should not be easy). |
Load
/ Save / Progress /
Difficulty
For saving the game we will avoid the
normal quicksave/quickload model, as it defies the point of having
to make interesting choices in dialogue, makes stealing too easy if
you can try 10x, etc. Instead, we use the diablo style: you can only
save & quit. You never truely die, if you "die" you get
carried off to the main starting point, where you wake up with just
little health, and a certain % gold or equivalent items lost (a low
percentage depending on your current wealth, there will be a set order
in which items get forfeited, where gold is first, other very common
items are second, and special items like weapons, quests, artifacts
are last and will probably never be lost). The problem is that is still
possible to do save/reload, except that it becomes very tedious: if
you want to reverse something you have done, you would have kill the
game from the task manager and restart it to avoid saving. You would
hope that like in Diablo dying is annoying, but not so problematic
that it is worth going through that procedure for.
normally this rpg style system means
that it takes worse players longer to complete the game, even though
you want the opposite, fan players should be able to spend more time
than casual players. To this end, the game mixes the above with traditional
easy/normal/hard (or maybe asual/normal/fanatic) difficulty settings,
implemented as different starting style characters (characters will
still be blank though) that specify the speed of gaining resources.
Combine that with the auto balancing effect of rpg style gameplay and
it means that both the casual and fan player can play their own game.
Even a pro player on "casual" mode doesn't necessarily have
an easy game, he just has less monsters to fight, unlike FPS games
where good players can never choose "easy" if they want a
short game. |
Development
/ Scripting
Every
object, be it a character or an item, is treated generically, and is
fully defined by script code, that can define things like:
- Special
actions associated with the object
- Dialogue
(if its a character)
- Quest state changes
- Inventory (every object can contain other objects
generically)
- Combination
rules (the bread example above)
- Stat
effects this object causes if it is carried
- Visual
representation
- Owner
- ...
This
is such that pretty much the entire gameplay is define with simple
script commands. It will be very easy for even non-programmers to add
additional snippets of gameplay, new items, dialogue/quests etc. which
then a level designer only has to place in the map. |