# 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