# Game Design Whiteboard
## Items ProcGen (REQUIRED)
Items use a delta system. Essentially allowing overpowered weapons to get balanced procedurally.
In order to get the delta, you must first calculate the difference of every stat.
```yml=
Name: Core Weapon
Damage: 10
Speed: 10
Evasion: 10
```
We have to evolve our core weapon first in order to get differences.
```yml=
# difference equation is current-parent*-1
Name: Weapon #1
Damage: 14 # -4
Speed: 12 # -2
Evasion: 8 # 2
Delta: -4 # The sum of the differences
```
In order to mutate to multiple levels, rather than inheriting from an item just start from a core item and mutate (x) amount of times where X is how deep you want it to be.
After calculating the delta, we can now apply traits/enchantments/etc with said delta. The system can either pick a trait with a negativity of -4, or 4 traits with negativities of -1, etc etc. We can also have a probibility so that even with highly negative deltas traits might not appear? Would be funny
## enchantments
Just a quick system to reroll traits on weapons?
Maybe make it
## rename this shit
world of spacecraft is an awful name
this shit isn't even an mmo
- really easy and generic is just SSRPG14
- spacecraft
- generic rpg
- !!!FUN!!! rpg
discussion over: it's ArcheCrawl
## lore
Veritius, KT and CakeMaestor are all good picks for lore writing
Also me! Rain! Hi!
## What the fuck is this game
>Is this an mMOrpg or a round based thing or a party game for 5 players or a hubbed server for 30 players
party game for 5 players
>Is this FFA or team based, squad based or other?
team based
>Is this a looter shooter or is this just "fuckin survive"
TBD
looter shooters are based
## Tech levels
Are we just all over the place o
## Visual Style
do we want more fantastical or more grimdank.
i'm a certified grimdank enjoyer but maybe we want something that doesn't look smothered in soot and grime.
core things:
- fantasy
- make it a lil dirty
- nothing overly cutesy or bright.
## Ideadump
Team based vs. PVP
- team based
- good for lowpop
- cooperation is pretty universally fun
- we can scale shit to a higher difficulty and not have to worry about it as much
- pvp
- uh i guess pixel wanted this
- i don't really get the appeal
- if we're not fighting npcs then where is the loot coming from?
Every 10 minutes, dungeon regenerates and shrinks
- Weapon types and armor weights are class based
- only certain classes can wear certain armor
- certain classes can't use certain weapon types
- maybe don't hard-lock it, just make it a penalty?
- Rain idea: How about we make all gear available however some classes get bonuses to it over others? E.G: Fighter can use book of teleportation but wizard can teleport further and use less mana with the book
## Player Classes
classes are formal and use the r&d techtree shit. classes do not affect shit negatively however some classes have positive effects to their class-specific items
exampel:
fighter 10 and wizard 1 (using a Teleport spell) are on the exact same power level (they'll both take 10 mana)
fighter 10 and wizard 10 (using a Teleport spell) will be VERY different because wizards have specialized in spells (wizard will take 1 mana instead of 10)
rogue 10 and fighter 1 (using a Greatsword) are on the exact same power level (they'll both deal the same damage)
rogue 10 and fighter 10 (using a Greatsword) are very different because fighters will be able to dash and etc
- Fighters
specialty: melee combat
- Rangers
specialty: ranged combat
- Wizards (Practitioner if you are a slimegirl)
specialty: magic combat
- Rogue
specialty: stealth combat
## Dungeons
- proc gen maps full of enemies and loot
- one dungeon leads to the next
- ladders