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
Inventory/Loot
Items are limited by weight
Accessed via menu (not list)
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
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.
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
Time-limited
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
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.