Difference between revisions of "UC MUD World Planning"

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(Characters)
(Items)
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==Items==
 
==Items==
* Weapons
+
===Item classes===
* Armor
+
{|border=1
* Money
+
! Item class !! Description !! Possible sub-classes/cross classes
* Jewelry
+
|-
* Musical instruments
+
| Wieldable || Things that can be wielded || one-handed, two-handed, piercing, cutting, bashing, ranged
* Poop
+
|-
* Treasure
+
| Wearable || Things that can be worn || worn on limbs (hand, foot, arm, leg, torso, head), worn in jewelry locations (fingers, neck, head, ears)
* Magic items: enchantable vs not
+
|-
* Books, scrolls, notes
+
| Protection || Things that protect or have "armor class" || worn on limbs (see wearable), armor type, material
* Food and drink
+
|-
* Potions
+
| Ingestible || Things that can be eaten or drunk || food, drinks, alcoholic drinks, poisons, potions
* Raw materials for inventing
+
|-
* Clothing
+
| Tool || Things that can be used and reused || keys, lockpicks, ladders, rope, magical wings, money
* Barding and pet items
+
|-
* Ammunition
+
| Consumable || Things that can be used once || ammunition, balms, bandages, scrolls, ingestible
* Backpacks and quivers
+
|-
* Plants
+
| Container || Things that can hold other things || bags, quivers, boxes, carriages
* Non-distinct items: furniture, room decorations, etc.
+
|-
* Locks and keys
+
| Transportation || Things that transport you (weight/strength based) || carriages, mounts
* Traps
+
|-
* Lockpicks and other rogue things
+
| Portable || Things that can be carried (weight/strength based) || light, bulky
* Adventuring gear: rope, tent, bedroll, tindertwigs (tools)
+
|-
* Spellbooks and holy symbols
+
| Active || Things that can take actions (magic things? food? poison?) || magic items, consumable, tools
* Ownable items? Specific to their owner, unusable by others, possibly even damaging to others.
+
|-
* Poisons
+
| Intelligent || Things that know their owner || magic items
* Alcohol and other drugs
+
|-
 
+
| Enchantable || Things that can be enchanted || magic items
# Things that can be wielded
+
|-
# Things that can be worn
+
| Cursed || Things that can get stuck/can't be taken off || magic items
# Things that protect
+
|}
# Things that can be eaten/drunk
+
===Item types===
# Things that can be used and reused
+
{|border=1
# Things that can be used once
+
! Item Type !! Description !! Usual Classes !! Optional classes
# Things that can hold other things
+
|-
# Things that transport you (weight/strength based)
+
| Weapons
# Things that can be carried (weight/strength based)
+
|-
# Things that can take actions (magic things? food? poison?)
+
| Armor
# Things that know their owner
+
|-
# Things that can be enchanted
+
| Money
# Things that can get stuck/can't be taken off
+
|-
 +
| 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
 +
|}
  
 
==Magic==
 
==Magic==

Revision as of 11:39, 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

Item classes

Item class Description Possible sub-classes/cross classes
Wieldable Things that can be wielded one-handed, two-handed, piercing, cutting, bashing, ranged
Wearable Things that can be worn worn on limbs (hand, foot, arm, leg, torso, head), worn in jewelry locations (fingers, neck, head, ears)
Protection Things that protect or have "armor class" worn on limbs (see wearable), armor type, material
Ingestible Things that can be eaten or drunk food, drinks, alcoholic drinks, poisons, potions
Tool Things that can be used and reused keys, lockpicks, ladders, rope, magical wings, money
Consumable Things that can be used once ammunition, balms, bandages, scrolls, ingestible
Container Things that can hold other things bags, quivers, boxes, carriages
Transportation Things that transport you (weight/strength based) carriages, mounts
Portable Things that can be carried (weight/strength based) light, bulky
Active Things that can take actions (magic things? food? poison?) magic items, consumable, tools
Intelligent Things that know their owner magic items
Enchantable Things that can be enchanted magic items
Cursed Things that can get stuck/can't be taken off magic items

Item types

Item Type Description Usual Classes Optional classes
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

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