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.