Difference between revisions of "UC MUD World Planning"

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(Items)
(Characters)
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* [[UC MUD Skills|Skills]]
 
* [[UC MUD Skills|Skills]]
 
* [[UC MUD Languages|Languages]]
 
* [[UC MUD Languages|Languages]]
 +
* [[UC MUD Power Points|Power Points]] - HP/SP/MP
  
 
==Items==
 
==Items==

Revision as of 11:30, 26 October 2011

This page is for things that are in-game, mostly code independent. It is also for how players would expect to interact with the game.

Player

  • Player can log in and have access to multiple characters
  • No player information available in game automatically, only available to wizards
  • Log in will require an email address, generate a userid, and a password.
  • Characters will not require a further password
  • One character logged in at a time.
  • Player's characters cannot interact: items and xp cannot be moved from one character to another
  • One character can unlock things for the player to use when creating new characters
  • Retiring characters can give a bonus to creating a new one

World

  • Map: define continents, oceans, countries, etc.
  • Large areas or roads: handle differently from small rooms. Take time to move across them with automatic halting for encounters or points of interest.
  • Have transportation between towns in civilized countries, like carriages
  • Cities and towns, at least one hometown for each sapient race
  • World history: Kill All Humans
  • Quests by region
  • Each city having all the major guilds

Characters

Items

  • Weapons
  • Armor
  • Money
  • Jewelry
  • Musical instruments
  • Poop
  • Treasure
  • Magic items: enchantable vs not
  • Books, scrolls, notes
  • Food and drink
  • Potions
  • Raw materials for inventing
  • Clothing
  • Barding and pet items
  • Ammunition
  • Backpacks and quivers
  • Plants
  • Non-distinct items: furniture, room decorations, etc.
  • Locks and keys
  • Traps
  • Lockpicks and other rogue things
  • Adventuring gear: rope, tent, bedroll, tindertwigs (tools)
  • Spellbooks and holy symbols
  • Ownable items? Specific to their owner, unusable by others, possibly even damaging to others.
  • Poisons
  • Alcohol and other drugs
  1. Things that can be wielded
  2. Things that can be worn
  3. Things that protect
  4. Things that can be eaten/drunk
  5. Things that can be used and reused
  6. Things that can be used once
  7. Things that can hold other things
  8. Things that transport you (weight/strength based)
  9. Things that can be carried (weight/strength based)
  10. Things that can take actions (magic things? food? poison?)
  11. Things that know their owner
  12. Things that can be enchanted
  13. Things that can get stuck/can't be taken off

Magic

  • Source? Divine vs learned vs innate
  • Targets: other characters, monsters, items, landscape
  • Spell lists
  • Where to learn

Monsters/NPCs

  • Killable vs. non-killable?
  • Populate the world
  • Interact with everyone
  • Same stats as Characters?
  • Ability to use items
  • Wandering if not rooted to spot (trees vs animals)
  • Shopkeepers
  • Teachers
  • Bugs as bugs

Interaction

  • Quests
  • Language based responses from NPCs
  • Standard emotes for interaction with NPCs
  • Homes, marriages, children?
  • Unlockable races for second characters
  • Genetics
  • Mood bonuses

Religion

  • Deities
  • Clerical "domains" and prayers
  • Relation to races
  • Gods as NPCs--killable?
  • Alignment: good/evil, law/chaos

Justice system

  • crimes: stealing, killing, etc.
  • punishments
  • alignment relation

Character building

  • stats, race, etc.
  • point buy for stats and anything else useful.
  • gender, features, appearance
  • alignment
  • hometown
  • living or dead parents?
  • backstory?
  • Ability to hit "random" and roll up a character with same number of points as hand-picked (good for testing)
  • Merits and flaws


UC_MUD