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- STATES
- game
- start menu
- ingame
- campfire
- event
- options
- OBJECTS
- pcs
- StatusComponent
- morale
- health
- combat prowess
- hardiness
- location
- traits
- wealth
- BackgroundComponent
- name
- race
- home
- ArtComponent
- portrait
- OpinionComponent
- reputation
- opinions
- npcs
- same as pcs
- world
- nations
- leaders (type of NPC)
- demographics
- population
- culture
- settlements
- locations of interest
- paths
- artifacts
- name
- qualities
- DESCRIPTION
- Fellowship has the intent of mimicking the feeling of adventure present in
- the Lord of the Rings novels by JRR Tolkien. Similar to games such as
- Oregon Trail or Kings of Dragon Pass. Gameplay loop is centered around
- managing your fellowship on the campfire screen between periods of time
- (days? weeks? whatever is appropriate) and the events that happen between
- them. Events will be handwritten but will happen randomly and differ
- depending on many factors such as your party, location, and prior events.
- It is in this way that travel is abstracted rather than directly player
- controller through movement keys. At the campfire players will keep track
- of their resources and manage things such as destination, travel speed,
- food consumption, and morale.
- The game will feature a lot of procedural generation to enhance
- replayability. For each new game, a world will be generated with
- settlements, locations of interest, and paths connecting these. Nations
- that rule over various areas of the world will be generated with unique
- culture and demographics. A number of NPCs will also be generated for
- possible recruitment, help, or conflict interaction. Finally,
- a struggle, villain, quest etc. will be generated for the player to work
- towards completing with his fellowship. The game world would continue to
- move on behind the player. As time passes, the generated nations may
- struggle with each other, or the villain may progress his plans. The large
- number of unique events combined with the procedural generation will
- hopefully generate a lot of emergent narrative to keep players attached.
- Randomly generated artifacts and treasures could either provide simple
- stat adjustments, or perhaps major changes. Undecided. At the very least
- they could act as event triggers.
- The game would also include preset campaigns. These campaigns would feature
- much less procedural generation, and much more likely certain events to
- happen. These would likely be modeled after existing works of fiction that
- follow this structure, such as The Hobbit or Lord of the Rings, allowing
- the player to experience that familiarity but experiment with how the story
- might have happened had they been the ones making decisions. Copyright
- infringement would be avoided by focusing in on the events and tropes
- rather than the specific names, e.g. a lich and his phylactery could fill in
- for Sauron and the One Ring.
- Aspirations for future iterations of the game include online functionality,
- such as a monthly generated world that asynchronously records the actions
- of all players engaging with it, populating the worlds of each player with
- NPC fellowships that mimic others around the world.
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