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Jan 19th, 2017
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  1. STATES
  2. game
  3. start menu
  4. ingame
  5. campfire
  6. event
  7. options
  8.  
  9. OBJECTS
  10. pcs
  11. StatusComponent
  12. morale
  13. health
  14. combat prowess
  15. hardiness
  16. location
  17. traits
  18. wealth
  19. BackgroundComponent
  20. name
  21. race
  22. home
  23. ArtComponent
  24. portrait
  25. OpinionComponent
  26. reputation
  27. opinions
  28. npcs
  29. same as pcs
  30. world
  31. nations
  32. leaders (type of NPC)
  33. demographics
  34. population
  35. culture
  36. settlements
  37. locations of interest
  38. paths
  39. artifacts
  40. name
  41. qualities
  42.  
  43.  
  44. DESCRIPTION
  45. Fellowship has the intent of mimicking the feeling of adventure present in
  46. the Lord of the Rings novels by JRR Tolkien. Similar to games such as
  47. Oregon Trail or Kings of Dragon Pass. Gameplay loop is centered around
  48. managing your fellowship on the campfire screen between periods of time
  49. (days? weeks? whatever is appropriate) and the events that happen between
  50. them. Events will be handwritten but will happen randomly and differ
  51. depending on many factors such as your party, location, and prior events.
  52. It is in this way that travel is abstracted rather than directly player
  53. controller through movement keys. At the campfire players will keep track
  54. of their resources and manage things such as destination, travel speed,
  55. food consumption, and morale.
  56.  
  57. The game will feature a lot of procedural generation to enhance
  58. replayability. For each new game, a world will be generated with
  59. settlements, locations of interest, and paths connecting these. Nations
  60. that rule over various areas of the world will be generated with unique
  61. culture and demographics. A number of NPCs will also be generated for
  62. possible recruitment, help, or conflict interaction. Finally,
  63. a struggle, villain, quest etc. will be generated for the player to work
  64. towards completing with his fellowship. The game world would continue to
  65. move on behind the player. As time passes, the generated nations may
  66. struggle with each other, or the villain may progress his plans. The large
  67. number of unique events combined with the procedural generation will
  68. hopefully generate a lot of emergent narrative to keep players attached.
  69. Randomly generated artifacts and treasures could either provide simple
  70. stat adjustments, or perhaps major changes. Undecided. At the very least
  71. they could act as event triggers.
  72.  
  73. The game would also include preset campaigns. These campaigns would feature
  74. much less procedural generation, and much more likely certain events to
  75. happen. These would likely be modeled after existing works of fiction that
  76. follow this structure, such as The Hobbit or Lord of the Rings, allowing
  77. the player to experience that familiarity but experiment with how the story
  78. might have happened had they been the ones making decisions. Copyright
  79. infringement would be avoided by focusing in on the events and tropes
  80. rather than the specific names, e.g. a lich and his phylactery could fill in
  81. for Sauron and the One Ring.
  82.  
  83. Aspirations for future iterations of the game include online functionality,
  84. such as a monthly generated world that asynchronously records the actions
  85. of all players engaging with it, populating the worlds of each player with
  86. NPC fellowships that mimic others around the world.
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