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Re: Aftermath

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Inpetus is not online. Inpetus
Joined: 04 Oct 2012
Total Posts: 894
16 Apr 2016 10:06 PM
Please post which features we should include, additions, comments, etc.
To join the development team message me. All work is unpaid, unless significant and the game generates profit.

---------
MECHANICS


• Combat & Player Interaction:
NPCs:
Enemies:
Zombies will be scatted around the map (randomly) and will be less intelligent.

Mutants are of medium intelligence and can form their own factions.

Neutral:
Neutral NPCs do not attack unless provoked.

Allies:
Allied NPCs will not attack you unelss attacked and will kill enemies or help you.

Players:
Players will be able to initiate PVP outside of villages which are safezones.
If they decide to initiate PVP inside of a village the village guards WILL kill the player that intiiated the combat.
Players who are allied share objects and allies.

Factions:
Players will be able to create and join a faction and the faction allies.
Factions can have bases and everyone in the faction is allied to eachother.
Faction leaders can direct raids and create quests or objectives

Bounty:
Players or factions can put a bounty on a person once they have identified them. The bounty expires after a certain amount of time and must be renewed.



• Map:

Geographic Progression:
Geographic progression is how your character moves relative to the map as you progress in the game

Should players progress inward or outward relative to the map?
Inward Progression:
Inward progression is when your character moves to the center of the map as you progress
Pros
+ More space for lower level players to fight.
+ Can contribute to the story (ex. center of map is the nucler blast crater)
Cons
- Less space for higher level players to fight.
- Players would PVP a lot because of the close proximity and experience
Outward progression:
Outward progression is when your character moves to the edges of the map as you progress
Pros:
+ More space for higher level players to fight.
Cons:
- Less space for lower level players to fight.

Should the map be built statically (doesn't change) or should it be generated dynamically (each server or place depending on implementation is different)
Static:
(A static map is when all the maps are the same)
Pros:
+ Not overly complicated. Mappable. Easy to understand.
+ Simple, straightforward, less of a learning curve
Cons:
- Less replayability.
- Little replay value
- Not challenging

Procedurally Generated (Dynamic):
(Each place will have a different map)
Pros:
+ Replay value
+ More challenging
Cons: Complicated, not mappable.
- Learning curve
- Can't give directions if you're on different servers or places (depends on implementation)


• Characters:
When a player joins they will create how their character looks
Characters can be customized throughout the game with the character customization screen which will be toggled by HUD buttons and/or object interactions (ex. closet)

Progression:

Should players become more powerful through skill trees or experience?
Skill Trees:
Pros:
+ More abilities
Cons:
- Picking the wrong branch to begin with makes early game harder
Experience:
Pros:
+ Straightforward
+ Realisitc
Cons:
- Less abilities

Do you choose experience / skill at start of game?
Yes:
+ Customization
+ Easier for early game
No:
- Early PvP polarization (weak against one skill tree, strong against another)


• Items:
Looting:
You can steal and/or take items from corpses, containers, etc.

Crafting:
You can craft items through recipies and specialized stations

Clothes:
Clothes can be looted, crafted, or bought
Cosmetic only

Weapons:
Armor:
Armor can be looted or crafted.
Will boost a skill in turn for weight

Tools:
Tools can be looted or crafted

Skins:
Skins can be crafted or bought
Cosmetic only

Rarity & Limiteds:
Rare / limited tools, armor, or weapons behave differently than common items and only appear at certain circumstances

Rare & limited clothes / skins are cosmetic only and can be bought


• Experience & Research:
Allows players to advance weapons, tools, armor, etc. to progress in-game.

----------------------------------------------------------------------------------------
STORY

Progression:
Quests
Unlockable Areas

Dialog:
NPCs' AI will have a personality type
Users can select what they will say to NPCs. This can influence the outcome of the interaction.

----------------------------------------------------------------------------------------
JOBS

Designers:
Inpetus

Artists:
YoshiFace

Programmers:
Inpetus
YoshiFace

Level Designers:

Sound engineers:

Testers:
Inpetus
YoshiFace
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YoshiFace is not online. YoshiFace
Joined: 23 May 2010
Total Posts: 5228
16 Apr 2016 10:18 PM
what a good idea
this is a good idea
who wouldnt think this is a good idea tbh

-yoshiface | Glory to Sentinov
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