... | ... | @@ -6,6 +6,7 @@ |
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- point&click to move
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- wasd & arrows for movement
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- jump
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- camera control with mouse
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## Map movement
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- Walking to destination
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... | ... | @@ -32,6 +33,55 @@ Other option is to use "Next target" which should select the next available targ |
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- Single click starts attacking the target
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- Using hotbar player can use spells on the target
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## Player stats
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### Vitality
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Affects Health and Health regeneration
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## experience
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What is the experience progression?
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https://l2wiki.com/Character%E2%80%99s_level
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http://classic.battle.net/diablo2exp/basics/levels.shtml
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http://baldursgate.wikia.com/wiki/Experience_tables
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http://rpg-mo.wikia.com/wiki/Experience_Chart
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http://runesofmagic.gamepedia.com/Experience_Chart
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https://www.tip.it/runescape/pages/view/xp_table.htm
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http://www.ign.com/wikis/dungeons-and-dragons/Level_and_XP_progression
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Experience is devided based on the activity player is doing
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Overall sum of the experience determine player Level
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Other categories to be added as options are added to the game(Animal control for the pets for example)
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### Combat experience
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Awarded for dealing relevant damage type
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* Ranged combat experience
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* Melee combat experience
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* Magic combat experience
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### Defence experience
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Awarded for receiving/evading? relevant damage type
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* Ranged defence experience
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* Melee defence experience
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* Magic defence experience
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### Crafting experience
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Based on the dificulity of the crafted item(possibly calculate from the ammount of resources needed?)
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Split into?:
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* Weapons
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* Armor
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* Jewelery
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* Materials
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* Tools
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### Harvest experience
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Based on the ammount of player collected items
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### Supporting experience
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* Healing experience
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Awarded by providing heal to self or others(based on the health restored)
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* Supporting experience
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Awarded for providing buffs and debuffs to party members or enemies
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## Player death
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###Penalty
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When player dies he loses given ammount of experience, this ammount should be proportional to the current level of the player
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... | ... | @@ -152,3 +202,59 @@ Each crafting should allow the player who provides the crafting service to gain |
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If we decide to do races, the races do have given **abilities**(Dwarves are able craft magical items, Elves are able to run faster in forest(:D), or more proficient at some type of magic)
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**Skills** are learnable by anybody but are affected by the race abilities(dwarves would have harder time wielding longsword as it is too long for them and thus their attack time will be longer for example)
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You gain **Talents** by time, by using skills, possibly have choice between several paths the skill can go.
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## AI
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#### Types of AI:
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* Passive
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* Moves around randomly
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* When attacked figts back
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* Protects allied AIs
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* Ignores non allied Pawns
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* Agressive
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* Moves around randomly
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* When non allied pawn gets into radius it gets attacked
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* Scared
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* Moves around randomly
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* When attacked the AI runs away
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* When AI spots non allied pawn it runs away
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* NPC
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* Moves around based on predefined pattern
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* Random (Guards in the fields, towns? Random Villagers?)
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* Errands (Trade routes between towns? Errands in towns, Child play?)
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* Stationary (Shop keepers)
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* Do fight back when attacked(Especialy guards)
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* Guards protect players in low level locations from dangers(High lvl monsters, other players)
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* Boss
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* More advanced type of AI
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* Random action based on player behavior
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* Can have allied pawns that help it in the fight
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* Uses skills given to the boss
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#### All AIs have list of allied pawns.
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* If allied pawn is in specified radius do nothing
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* If allied pawn is attacked in radius portion of the aggresion is applied to the allies
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* If attacked allied pawn runs close by in a radius portion of the agression is applied to allies
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* Agression acts as being attacked and the AI behaves based on its type
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## quest system
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Progression quests?
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Item quest?
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Skill quest?
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Experience quest?
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## storage
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#### Inventory
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Players main inventory
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Limited ammount of slots(expandable by quests, skills, money?)
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#### Party box(????)
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Possibly a box a party can put down in location
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#### Private warehouse
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#### Clan warehouse
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#### Alliance storage
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#### Event storage
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## Game Events
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Castle siege?
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Town siege to determine the region loayality.
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