Difference between revisions of "UC MUD World Planning"

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

Latest revision as of 14:38, 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 creators
  • 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

Items

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