Difference between revisions of "UC MUD World Planning"
From UtterChaos
(→Characters) |
(→Items) |
||
| Line 29: | Line 29: | ||
==Items== | ==Items== | ||
| − | + | ===Item classes=== | |
| − | + | {|border=1 | |
| − | + | ! Item class !! Description !! Possible sub-classes/cross classes | |
| − | + | |- | |
| − | + | | Wieldable || Things that can be wielded || one-handed, two-handed, piercing, cutting, bashing, ranged | |
| − | + | |- | |
| − | + | | Wearable || Things that can be worn || worn on limbs (hand, foot, arm, leg, torso, head), worn in jewelry locations (fingers, neck, head, ears) | |
| − | + | |- | |
| − | + | | Protection || Things that protect or have "armor class" || worn on limbs (see wearable), armor type, material | |
| − | + | |- | |
| − | + | | Ingestible || Things that can be eaten or drunk || food, drinks, alcoholic drinks, poisons, potions | |
| − | + | |- | |
| − | + | | Tool || Things that can be used and reused || keys, lockpicks, ladders, rope, magical wings, money | |
| − | + | |- | |
| − | + | | Consumable || Things that can be used once || ammunition, balms, bandages, scrolls, ingestible | |
| − | + | |- | |
| − | + | | Container || Things that can hold other things || bags, quivers, boxes, carriages | |
| − | + | |- | |
| − | + | | Transportation || Things that transport you (weight/strength based) || carriages, mounts | |
| − | + | |- | |
| − | + | | Portable || Things that can be carried (weight/strength based) || light, bulky | |
| − | + | |- | |
| − | + | | Active || Things that can take actions (magic things? food? poison?) || magic items, consumable, tools | |
| − | + | |- | |
| − | + | | Intelligent || Things that know their owner || magic items | |
| − | + | |- | |
| − | + | | Enchantable || Things that can be enchanted || magic items | |
| − | + | |- | |
| − | + | | Cursed || Things that can get stuck/can't be taken off || magic items | |
| − | + | |} | |
| − | + | ===Item types=== | |
| − | + | {|border=1 | |
| − | + | ! Item Type !! Description !! Usual Classes !! Optional classes | |
| − | + | |- | |
| − | + | | Weapons | |
| − | + | |- | |
| − | + | | Armor | |
| − | + | |- | |
| − | + | | Money | |
| − | + | |- | |
| + | | Jewelry | ||
| + | |- | ||
| + | | Musical instruments | ||
| + | |- | ||
| + | | Poop | ||
| + | |- | ||
| + | | Treasure | ||
| + | |- | ||
| + | | Magic items: enchantable vs not | ||
| + | |- | ||
| + | | Books, scrolls, notes | ||
| + | |- | ||
| + | | Food and drink | ||
| + | |- | ||
| + | | Potions | ||
| + | |- | ||
| + | | Raw materials for inventing | ||
| + | |- | ||
| + | | Clothing | ||
| + | |- | ||
| + | | Barding and pet items | ||
| + | |- | ||
| + | | Ammunition | ||
| + | |- | ||
| + | | Backpacks and quivers | ||
| + | |- | ||
| + | | Plants | ||
| + | |- | ||
| + | | Non-distinct items: furniture, room decorations, etc. | ||
| + | |- | ||
| + | | Locks and keys | ||
| + | |- | ||
| + | | Traps | ||
| + | |- | ||
| + | | Lockpicks and other rogue things | ||
| + | |- | ||
| + | | Adventuring gear: rope, tent, bedroll, tindertwigs (tools) | ||
| + | |- | ||
| + | | Spellbooks and holy symbols | ||
| + | |- | ||
| + | | Ownable items? Specific to their owner, unusable by others, possibly even damaging to others. | ||
| + | |- | ||
| + | | Poisons | ||
| + | |- | ||
| + | | Alcohol and other drugs | ||
| + | |} | ||
==Magic== | ==Magic== | ||
Revision as of 11:39, 26 October 2011
This page is for things that are in-game, mostly code independent. It is also for how players would expect to interact with the game.
Contents
Player
- Player can log in and have access to multiple characters
- No player information available in game automatically, only available to wizards
- Log in will require an email address, generate a userid, and a password.
- Characters will not require a further password
- One character logged in at a time.
- Player's characters cannot interact: items and xp cannot be moved from one character to another
- One character can unlock things for the player to use when creating new characters
- Retiring characters can give a bonus to creating a new one
World
- Map: define continents, oceans, countries, etc.
- Large areas or roads: handle differently from small rooms. Take time to move across them with automatic halting for encounters or points of interest.
- Have transportation between towns in civilized countries, like carriages
- Cities and towns, at least one hometown for each sapient race
- World history: Kill All Humans
- Quests by region
- Each city having all the major guilds
Characters
Items
Item classes
| Item class | Description | Possible sub-classes/cross classes |
|---|---|---|
| Wieldable | Things that can be wielded | one-handed, two-handed, piercing, cutting, bashing, ranged |
| Wearable | Things that can be worn | worn on limbs (hand, foot, arm, leg, torso, head), worn in jewelry locations (fingers, neck, head, ears) |
| Protection | Things that protect or have "armor class" | worn on limbs (see wearable), armor type, material |
| Ingestible | Things that can be eaten or drunk | food, drinks, alcoholic drinks, poisons, potions |
| Tool | Things that can be used and reused | keys, lockpicks, ladders, rope, magical wings, money |
| Consumable | Things that can be used once | ammunition, balms, bandages, scrolls, ingestible |
| Container | Things that can hold other things | bags, quivers, boxes, carriages |
| Transportation | Things that transport you (weight/strength based) | carriages, mounts |
| Portable | Things that can be carried (weight/strength based) | light, bulky |
| Active | Things that can take actions (magic things? food? poison?) | magic items, consumable, tools |
| Intelligent | Things that know their owner | magic items |
| Enchantable | Things that can be enchanted | magic items |
| Cursed | Things that can get stuck/can't be taken off | magic items |
Item types
| Item Type | Description | Usual Classes | Optional classes |
|---|---|---|---|
| Weapons | |||
| Armor | |||
| Money | |||
| Jewelry | |||
| Musical instruments | |||
| Poop | |||
| Treasure | |||
| Magic items: enchantable vs not | |||
| Books, scrolls, notes | |||
| Food and drink | |||
| Potions | |||
| Raw materials for inventing | |||
| Clothing | |||
| Barding and pet items | |||
| Ammunition | |||
| Backpacks and quivers | |||
| Plants | |||
| Non-distinct items: furniture, room decorations, etc. | |||
| Locks and keys | |||
| Traps | |||
| Lockpicks and other rogue things | |||
| Adventuring gear: rope, tent, bedroll, tindertwigs (tools) | |||
| Spellbooks and holy symbols | |||
| Ownable items? Specific to their owner, unusable by others, possibly even damaging to others. | |||
| Poisons | |||
| Alcohol and other drugs |
Magic
- Source? Divine vs learned vs innate
- Targets: other characters, monsters, items, landscape
- Spell lists
- Where to learn
Monsters/NPCs
- Killable vs. non-killable?
- Populate the world
- Interact with everyone
- Same stats as Characters?
- Ability to use items
- Wandering if not rooted to spot (trees vs animals)
- Shopkeepers
- Teachers
- Bugs as bugs
Interaction
- Quests
- Language based responses from NPCs
- Standard emotes for interaction with NPCs
- Homes, marriages, children?
- Unlockable races for second characters
- Genetics
- Mood bonuses
Religion
- Deities
- Clerical "domains" and prayers
- Relation to races
- Gods as NPCs--killable?
- Alignment: good/evil, law/chaos
Justice system
- crimes: stealing, killing, etc.
- punishments
- alignment relation
Character building
- stats, race, etc.
- point buy for stats and anything else useful.
- gender, features, appearance
- alignment
- hometown
- living or dead parents?
- backstory?
- Ability to hit "random" and roll up a character with same number of points as hand-picked (good for testing)
- Merits and flaws