War

  • Systems
    Overarching Systems

    Travel

    • Open world

    • Restrictions on traveling will by placed with in-world/game things/reasons

    • Fast travel will be with boats, airships, etc.

    Movement

    Speed = min(s * h * ds * b, max*b)

    • s = Base land speed

    • h = hardiness coefficient

    • ds = decrease in speed due to armour

    • b = bonus modifier to speed

    Jumping

    • No mid air direction change

    • Speed is affected by armour, jump height is constant

    • Fixed jump (no hold for higher jump)

    Dialogue Trees

    • Morality System

      • Vertical Axis Good/Bad that is universal for all factions

      • Horizontal Axis of Famous/Infamous that is specific on a faction per faction basis

        • Ex. Bandits attack villagers. If you kill all the bandits, you become infamous with the bandits, famous with the villagers, and bad with both.

    Inventory/Loot

    • Items are limited by weight

    • Accessed via menu (not list)

    Combat

    Player vs. Enemy AI

    Player Specific Combat:

    • Like Dragons Dogma ( All specifications )

    • “Light Attacks” (Name not Final) is Comboable and Cancellable

    • “Heavy Attack/Ability” Non Combable/Canceable

      • After attack player always returns to nuetral state
    • Ranged attacks have two modes

      • “Quickfire” launches projectile in direction of movement a set distance

      • “Aiming” draws camera in close and creates reticle

      • Thrown projectiles have fixed distance, arc depends on which way player is facing while aiming

      • Path is not plotted during the throw

    • Items used during combat are instantaneous and don’t leave player vulnerable

    • Health regen will have a “Soft Cap”, where health will regenerate quickly to a certain midpoint, than start regenerating much slower

    • Abilities/mechanics are going to be unlocked through narrative progression (Think Legend of Zelda)

    • When player is hit they flinch. Flinches make player immobile briefly and small knockback.

      • Flinch is affected by how hard the player is hit and their strength stat.

    Party Based Combat:

    Base Stats

    • Strength

      • Effects encumbrance

      • Combat capabilities

        • Flat damage

        • Health

        • Effects flinch

        • Allows character to lift heavier weapons

      • Charisma

        • Effects dialogue tree options

        • Increases ability for negotiations to be successful, and the end result

      • Speed

        • Faster combo chains/attack speed

        • Movespeed

      • Intelligence

        • Ability to operate machinery

          • Limit or increase options for machine interactions

          • Allow access to more mechanistic weapons

    Quest

    Time-limited

    • Quests are the main determining factor for ending
    Individual Character Systems

    Different Status bar per character

    • Troop Morale

      • Combat/Decisions before each encounter

      • Recruitment

    • Reputation

      • Traveling Merchant/Supply & Demand

      • Ship System

    • Survival

      • ???

      • Flying/divebomb

      • Allies

    • Political Support

      • Bribing People/Giving Speeches

    Mavrock - King

    • Tree of Influence - Main system for Mavrock

      • Visualized as a tree whose nodes consist of all characters Mavrock can interact with. It begins with all except a few nodes greyed out.

      • Mavrock can collect bit of information in his journal (some menu type ui). Collecting info on specific characters unlocks that characters node in the tree.

      • When a node in the tree is unlocked, it results in either a new ability for Mavrock (ability to build helper robots in combat, etc.), new dialog options for Mavrock when talking to certain characters (telling guards who are loyal to a noble who under your influence to do an action, etc.), or story progression.

      • The “Influence” bar for Mavrock fills as more nodes in the Tree of Influence are unlocked.