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LudumDare 37 Idea

Dec 12th, 2016
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  1. Ludum Dare 37: The RPG Shop
  2.  
  3. THEME: One Room
  4.  
  5. Summary: In a world filled magic, fantasy creatures, and heroes, the world is slowly being consumed by a great evil dragon far off in the distance plotting world domination. There is a big reward from the king to slay the evil beast to bring the world back to peace. This story is completely irrelavant as an entrepeneuar and you take this chance to create a business to help aid adventures and peasants alike and to make enough money to survive the next month. Your true antagonst is no demon king, or dragon, but the customer themselves.
  6.  
  7. Genre: Simulation, RPG, Fantasy
  8.  
  9. Game:
  10. You control a character that owns a shop, his role is to stock things in the shop and generate interest and try to persuade customers to buy things.
  11. You can watch what is in demand and try to sell the items at higher prices or sell unwanted items at low prices. The main system will be the bartering system which reflects off the players stat skill vs the customer stats.
  12.  
  13. Setting: Shop in a fantasy world. Can watch people walking outside of your shop.
  14.  
  15. Mechanics-
  16.  
  17. Player Stats:
  18. - Appraisal (Identify an Item) ??? [Low Priority]
  19. - Charisma (Offensive)
  20. - Assertive (Pressure a customer to buy something, generate interest, get penalty in barter system) [Low Priority]
  21. - Persistence (Defense)
  22. - Sanity (Health) Restore on sleep
  23. - Identify (Reveal the Personality) ??? [Low Priority]
  24.  
  25. Customer Stats:
  26. - Charisma (Offensive)
  27. - Assertive (Pressure a customer to buy something, generate interest, get penalty in barter system) [Low Priority]
  28. - Persistence (Defense)
  29. - Sanity (Health) Restore on sleep
  30.  
  31. Perks: (WIP) [Low Priority]
  32. -Charmer - Opposite Sex likes you better
  33. -Kid Friendly - Children Like you better
  34.  
  35. Stages of the Day:
  36. -Morning - Supply/Demand or/and special event
  37. -Before Opening - Put items on shelves
  38. -Opened - Wait behind counter
  39. -Closed - Stats are restored,
  40. can increase stat points at this time if leveled,
  41. see income for that day then month, additional reports can be shown
  42.  
  43. Random Events:
  44. -King can ban Items (can't sell it or becomes Very valuable [black market]) [Low Priority]
  45. -Supply Demand changes everyday. (Either buy groups or specifics)
  46. -Thief will walk in and steal items, click on user and yell Theif! [Low Priority]
  47. -Disease is spreading
  48.  
  49. Customers:
  50. Customers will be the main antagonist against the player. They will determine if the player wins or loses the game. Before the bartering system can happen the customers must be "interested" on an item. Interest is based on how the character is generated and events taking place in the game. (Players may be able to influence the interest stat on the customer)
  51. Customers will be generated :
  52.  
  53. Gender, -Gender determines the things they like in their roles (Males enjoy heavy work, while females enjoy jewrly in this setting)
  54. Age, -A kid would enjoy sweets and entertainment, while and old guy wants relaxation
  55. Equipment, -This is probably just aesthetic since this matches with Occupation
  56. Personality, -Determines the characters base stats (also determines speech patterns)
  57. Name, -Generated name (possibly regulars?)
  58. Level, -Determines the stats boosts on the character (difficulty)
  59. Occupation -What they are most likely going to buy based on their occupation (EX: smith would likely buy ingots)
  60.  
  61. Bartering System WIP: Minigame of some type based on stats ???????????????WIP????????????
  62. Pokemon like battle but bartering -
  63. Bartering based on the persons personality.
  64.  
  65. Select the base price to negotiate from (will notify if you are under/over selling)
  66. Can choose four abilities to negotiate the price
  67. Fight against the customer through this system and hints from dialouge
  68. Sanity (health) decreases through the battle. Can increase sanity by under selling?
  69. Some fights won't be worth the sanity cost, sanity resets on sleep.
  70. The abilities cost sanity?
  71.  
  72. Abilities: Lower Price, Deal, Raise Price
  73.  
  74. Goal of Game:
  75. Try to see how many days the player can survive until king Taxes cannot be paid. Gets progressively harder with each month.
  76.  
  77. Additional Content if have time:
  78. Assistants, Expand shop or move to capital, have customers sell things to player, Guilt
  79.  
  80.  
  81. ==================================================================================
  82. ==================================================================================
  83. SCRIPTING IDEA
  84. ==================================================================================
  85.  
  86. PlayerController.cs
  87. CameraController.cs
  88. Player
  89. -float (Appraisal)
  90. -float (Charisma)
  91. -float (Assertive)
  92. -float (Persistence)
  93. -float (Sanity)
  94. -float (Identify)
  95. -float (experince)
  96. -int (Level)
  97. -int (money)
  98. Customer.cs
  99. -Int (Age)
  100. -Enum (Personality)
  101. -Enum (Occupation)
  102. -Enum (Gender)
  103. -String (First Name)
  104. -String (Last Name)
  105. -Int (Level)
  106. Item.cs
  107. -Name
  108. -Price (Base Price)
  109. -Enum (Group) food, weapon, armor, apperal, etc
  110. -Interest (Base Interest)
  111. -3D Model
  112.  
  113. Items.cs
  114. -List<Item>
  115.  
  116. TimeDate.cs
  117. -float (Speed Modifyer)
  118. -hour, minute
  119. -Year
  120. -Month
  121. -UnityEvents
  122.  
  123. Personality.cs- (ENUM)
  124.  
  125. Sanity Charisma Assertive Persistence
  126. -Timid --- --- --- ---
  127. -Bold ++ - + +
  128. -Careful - + + ++
  129. -Docile +++ + + +
  130. -Impish +++ -- + +++
  131. -Angry -- - +++ +++
  132. -Intelligent ++ +++ + +
  133.  
  134. Occupation.cs- (ENUM)
  135. -Adventurer
  136. -Sorcessor
  137. -Smith
  138. -Peasant
  139. -Entertainer
  140. -Architect
  141. -Alchemist
  142. -King
  143. -Guard
  144. -Baker
  145. -Child
  146. -Jobless
  147.  
  148. GameStats.cs - used for Results
  149.  
  150. ShopResults.cs
  151.  
  152. SupplyDemand.cs
  153.  
  154. ItemGroups.cs (ENUM)
  155.  
  156. PersonalityStats.cs (Returns base stats based on personality)
  157.  
  158. DialougeSystem.cs
  159.  
  160. ShopEvents.cs
  161.  
  162. ==================================================================================
  163. ==================================================================================
  164. GUI IDEA
  165. ==================================================================================
  166. Supply & Demand
  167. ShopResult
  168. Main Menu
  169. Pause Menu
  170. Talking to Customer
  171. Barter System
  172.  
  173.  
  174. ==================================================================================
  175. ==================================================================================
  176. 3D Model IDEA
  177. ==================================================================================
  178. Room
  179. Player
  180. Customers
  181. Counters
  182.  
  183. *Little Animation, just walking on characters (possibly running for player and fleeing customer)
  184. *2 Scenes, Intro & main Game
  185.  
  186.  
  187.  
  188. ------------------------------------
  189. Customer Scripts
  190. ------------------------------------
  191.  
  192. GameManager
  193. Number of customers (30)
  194. left & right spawner (invisable gameObjects)
  195.  
  196. CustomerGenerator.cs
  197.  
  198. -Random First & Last Name
  199. -Random Occupation
  200. -Random Personality
  201. -Get Random Personlity Modifier
  202. Take these data and create customer prefab and put into spawnlist
  203.  
  204. //CustomerSpawner.cs
  205. // -Just wrapper to determine left or right
  206.  
  207. Customer.cs
  208. Start() - Give predetermine path to go inside shop or outside shop.
  209. Name, Occupation, Personality
  210. Left/Right spawn
  211. Leave() goes to opposite side from spawn (based on Left/right)
  212. GoIntoShop() - goes into shop (and also give randomed idle and buy chances [will be setup from along with generated)
  213. CheckRandomItem() - Go to item that customer is not occupying, if none left just leave.
  214. Update() - Customer has random Idle Time when checking random item
  215. Idle() - When Idle Time is up customer will attempt to try buy item based off parameters
  216. AttemptBuy() - If success Barter(), if fails CheckRandomItem() or Leave()
  217. Barter() - Goes to desk to start barter (customer remembering table ID)
  218.  
  219. TimeDate.cs
  220. Runs a clock in update()
  221. SpawnRate : Day Length - 1 Minute / Amount of People
  222. EnableNextCustomer() - Enables next customer in list and increase counter by 1
  223. int CustomerCounter
  224.  
  225. Barter.cs
  226.  
  227.  
  228. =========================================
  229. Calculations/Math
  230. =========================================
  231.  
  232.  
  233. Customer:
  234.  
  235. Spawn System
  236. Should generate about 30 people on start of day. Destroy all customers at end of day.
  237. People spawn rate = Day Length - 1 Minute / Amount of People
  238. Already Calculate if they go into building or not
  239. -Going In based on interest, occupation, whim (random modifier)
  240. Math = Customer Base Interest + Bonus on occupation (from items (can be more than one) in window) + item's base interest, + whim (random modifyer)
  241. Spawn from either left or right side of building.
  242.  
  243. Go inside building if interest are met
  244. If customer not interested, leaves store (destroy object)
  245. If customer then go to desk and bater event plays. (time stops when this happens)
  246.  
  247. Barter:
  248. Simply Increase/Decrease Price
  249. Customer will compare from base point and determine if they like price based on
  250.  
  251. interest? (based on item group)
  252. personality?
  253. occupation?
  254. whim? (random modifier)
  255.  
  256. If price to high customer hints the price change
  257.  
  258. (cost from player is determine by price% from original)
  259.  
  260. Haggle Button? Increase change to get but only so many tries, might have to use mulitple times on one person.
  261. To increase usage on haggle, need to sell at lost?
  262.  
  263. When customer buys item (item dissappears on table) and leaves. (or customer just leaves without buying) *Make sure next customer isn't cued up for the same item.
  264.  
  265. Math:
  266. -------
  267. Reluctance vs Interest = Interest must be higher or equal to go into shop
  268. Whim= 0%-50% total Reluctance
  269.  
  270. Going Inside: Item's Base Interest(%) + (Occupation modifiyer) * (number of items) + whim (0% - 70%) vs high reluctance (80%) (gets higher every week?)
  271.  
  272. (Random movements to different items, amount of times, random idle, then buy or leave based on items customer was looking at (priority on buy, based on occupation vs ) )
  273. math (items to buy when in shop )
  274.  
  275. Buying Item: Item's Base Interest (%) + (Occupation modifiyer) + whim (-50% - 50%) vs reluctance (70%)
  276. (Buyer buys item)
  277.  
  278. Bartering math = (sell price)/(base price) + (personality modifier) + (Occupation modifier) = acceptable %range
  279.  
  280. $100 -> $200 = 200% check to see if 200% price is acceptable
  281.  
  282.  
  283. Bartering Stats
  284.  
  285. Personality Modifier:
  286. -Timid 80%-100%
  287. -Bold 40%-60%
  288. -Careful 40%-50%
  289. -Docile 50%-80%
  290. -Mischievous 10%-50%
  291. -Angry -30%-0%
  292. -Intelligent -20%-20%
  293.  
  294. Occupation Modifier: food armor weapon medicine toy pet rune material tool misc (+ = 10% modifiyer | - = 10% negative modifiyer | x = nothing)
  295. -Adventurer + +++ +++ + --- x -- x x x
  296. -Sorcessor + + + ++ --- + ++++ + x +
  297. -Smith x ++ ++ -- -- - - +++ +++ +
  298. -Peasant +++ -- -- ++ + + --- + ++ x
  299. -Entertainer -- --- --- x ++ ++ -- - -- ++
  300. -Architect x - x + - x - +++ ++++ +
  301. -Alchemist ++ --- --- +++ x x ++ +++ +++ +++
  302. -King ----- ---- ---- ---- ++++ ++++ ---- ---- ---- ----
  303. -Guard + + + x x ++ -- -- x x
  304. -Baker +++ --- --- + x --- --- + + x
  305. -Child ++ -- + --- +++ +++ --- --- -- x
  306. -Hobo ++++ ---- ---- ++ ---- ++ --- + x +
  307.  
  308.  
  309.  
  310.  
  311.  
  312. ----------------------------
  313. Time:
  314. Pay taxes every 7 days, try to make goal.
  315. Day last 5 mins?
  316. Pauses on Barter System
  317. When day finishes, customers who aren't in line leaves
  318.  
  319. Day: Set things up in the shop then click register to
  320.  
  321. Closing: Screen Fades
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