Difference between revisions of "UC MUD World Planning"
From UtterChaos
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* [[UC MUD Skills|Skills]] | * [[UC MUD Skills|Skills]] | ||
* [[UC MUD Languages|Languages]] | * [[UC MUD Languages|Languages]] | ||
− | * [[UC MUD | + | * [[UC MUD Energy Points|Energy Points]] - HP/SP/MP |
==Items== | ==Items== |
Revision as of 10:42, 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.
Contents
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
- Things that can be wielded
- Things that can be worn
- Things that protect
- Things that can be eaten/drunk
- Things that can be used and reused
- Things that can be used once
- Things that can hold other things
- Things that transport you (weight/strength based)
- Things that can be carried (weight/strength based)
- Things that can take actions (magic things? food? poison?)
- Things that know their owner
- Things that can be enchanted
- 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