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Story Concept

Our story is set in a medieval setting with the concept that the character needs a fresh start in life. A “Restart” 1) if you will.

The character sets sail for a newly discovered, uninhabited island2), an true island paradise. The character has very little in the way of provisions and must live off the land in order to survive.

General Game Concepts

The character will have 4 meters that provide the player with a constant reminder of the character's over-all health. These include:

Each of these meters can impact the character's ability to function in the world and can ultimately lead to character death.

Character Progression Concepts

The character will earn experience points(XP) for doing things in-game. From harvesting berries or wild game to eat, to placing platforms and walls to build a structure; all these things will earn the character XP. When the character has gained enough XP, the character will advance to the next character level.3) The XP will be used to show the character's growth in skill and ability. Several XP to skill based systems are presented below for consideration.

Need to think about what is the end-goal of these systems and will they be fun for the player. 4)

Perk System (Point Buy)

The Perk System will provide a Point buy system after leveling. The Character receives a set amount of points to spend on perks at each new level. The character can spend the points right away or save them for higher cost perks later. An example list of perks are found below:

  • Miner - (Costs 5 Points) Provides the minimum number of stone or ore when harvesting
    • Mine Worker - (Costs 10 Points) Provides an increased number of stone or ore when harvesting
  • Farmer - (Costs 5 Points)Ability to plant and harvest crops
    • Herbalist - (Costs 10 Points) Ability to process crops into other resources (i.e. grain into flour)
  • Logger - (Costs 5 Points) Ability to harvest wood from trees
    • Wood-Worker - (Costs 10 Points) Ability to craft a workbench and process wood into lumber
  • Worker - (Costs 5 Points) Ability to build crude houses
    • Taskmaster - (Costs 10 Points) - Ability to build better houses
  • Etc., Etc., Etc. - Need to flush out these when I decide which system to use

Skill System (Point Buy)

The Skill System will provide a Point buy system after leveling. The Character receives a set amount of points to spend on skills at each new level. All skills have level restrictions and some skills have other skill requirements before the skill can be learned. The character can spend the points right away or save them for higher cost skills later. An example list of Skills are found below:

  • Mercenary Skill - (Requires Level 3 - Costs 1 Point) No other skill needed to learn this skill. Ability to craft the following:
    • Stone Sword
    • Wooden Shield
  • Survivalist Skill - (Requires Level 3 - Costs 1 Point) No other skill needed to learn this skill. Ability to craft the following:
    • Campfire
    • Lean-to
  • Apprentice Craftsman Skill - (Requires Level 2 - Costs 1 Point) No other skill needed to learn this skill. Ability to craft the following:
    • Stone Hatchet
    • Fiber Bedroll
    • Twine
  • Archer Skill - (Requires Level 5 - Costs 2 Points) Requires Apprentice Craftsman to learn this skill. Ability to craft the following:
    • Hunting Bow
    • Stone Arrowheads
    • Flint Arrowheads

island concepts

Overview

The island is truly paradise. Plenty of Flora and Fauna but also not uninhabited.

The native islanders are contempt with observing from afar. Not interfering with the character's rambling about the island in search of food and resources. Not until the character establishes a permanent settlement.

island History

1)
(Reboot or Reset is a possibility)
2)
(perhaps as a stowaway)
3)
(XP point progression values will need to be worked out)
4)
(and can I build a fun system without much coding)
concept.1503510984.txt.gz · Last modified: by John

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