DoMdesigndoc

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Contents

General Game Features

  • Dark Fantasy setting
  • Base game will be implemented and built upon over time
  • Awards and Trophies for game play achievements

Characters

Races

  • 1 playable race to start (Humans)
    • Add other Bipeds later. Elves, Dwarves, Brutus.
  • Take control of and play as monsters
    • Which type of monster controlled will be determined by player level

Classes

  • Skill based system, classify characters general archetype

Attributes

  • Strength
    • Used in max Carry calculations
    • Reduces negative effects of heavy armor
    • Increases damage with most melee weapons
    • Increases damage with some ranged weapons
  • Dexterity
    • Used in max movement speed calculations
    • Increases damage with most ranged weapons
    • Increases damage with some melee weapons
  • Fortitude
    • Used in health and stamina calculations
    • Increases stamina regen
  • Intelligence
    • Used in mana calculations
    • Increases mana regen
    • Increases effects of most spells

Attribute Pools

  • Health
    • Does not regenerate, must be healed with first aid or magic
    • Most damage does not directly affect Health without the character first being out of Energy
      • Stealth attacks, Critical Hits, and some Special attacks/magic affect Health directly.
  • Energy
    • regenerates at a slow pace in combat, faster while out of combat, and very quickly while resting
      • Energy is used to perform skills, attacks, and evade incoming skills/attacks/magic
  • Mana
    • regenerates at a slow pace in combat, faster while out of combat, and very quickly while resting
      • Mana is used to cast spells or in conjunction with certian skills, also is depleted when maintaing spells

Level System

  • No hard level cap
  • Dynamic levels while grouped
    • While grouped the lower level players abilities will be scaled to be comparable to the higher level players.
  • PvP combat will be dynamically adjusted for level difference between opponents

Skill System

  • Tree based with specialization platforms
  • Melee Tree
  • Ranged Tree
  • Magic Tree
  • Stealth Tree
  • Utility Tree

PVP System

  • Free for all PvP
  • Private Party Dueling: Non-Factional PvP combat to allow for ante and limit outside interference. Includes system for ladder tournaments, and team based combat.
  • Dynamic PvP Combat: PvP combat adjusted based on the level difference between opponents
  • Dynamic Faction System: Heroes/Demons
  • PvP Ranking System and Bonuses
  • Loot will include token item with player level/rank comparisons (i.e. dog-tag collection)

Combat System

  • Melee Combat
  • Ranged Combat
  • Magic Combat
  • Combat participation level
  • How will Avoidance be handled?

Magic System

  • Offensive Spells
    • Direct Damage Spells
    • Buffs that improve combat abilities
  • Defensive Spells
    • Stamina fortifying spells
    • De-buffs to reduce combat abilities
  • Utility Spells
    • Travel Spells
    • Buffs to increase crafting abilities

Crafting System

  • Weapon/Armor Decay and Repair
  • Consumable Items
  • Ingame Decoration

Travel System

  • Teleportation/Fast Travel
  • Self
  • Mounts
    • Ground
    • Flying

Loot System

  • How to avoid monty Haul issues?

Weapons

  • Weapon balance between size, speed, damage type, and targets armor
  • Weapons are not level dependent, if the player has a favorite weapon model/texture they can use it throughout the life of the character

Armor

  • Any armor able to be equipped by any character
  • Armors are not level dependent, if the player has a favorite armor model/texture they can use it throughout the life of the character.
  • Different armor types will cause varying degrees of penalties
    • Heavier armor reduces combat speed, magic regen, and certain skill checks.
  • Armor type and composition has effect on damage pass through
    • Metal armors weaker to electrical
    • Plate armor more resistant to blunt damage than mail or leather

NPC System

  • AI

Quest System

  • Dynamic Quest Initiative: Facilitate quest accessibility by players of all levels

Shop/Auction System

  • Unattended Auction

Guild System

  • What benefits do we provide to guild members?
  • Tools/commands for guild management?

Group System

  • Max group size limit 8 players
  • Dynamic Group Level: Incorporate players of varying levels into the same group
  • Group XP Distribution: XP is assigned for each monster killed based on the players Combat participation level

User Interface

  • Chat
  • Hot Keys
  • Inventory
  • Status Bar
    • Player, Group, Target
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