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Anthropogenesis Ideas

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Mar 13th, 2014
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  1. ENVIRONMENT
  2.  
  3. 50x50 km 2500 sq - Undecided on whether to use biomes or seasons. If seasons, will need long term testing to figure out season length, if biomes, will need a crapload of detail work in the biome borders for realism
  4.  
  5. Whether seasons or biomes are decided, there will be biomes. The only difference will be that seasons would mean a worldwide change, rather than biomes having fairly straight forward weather
  6.  
  7. 25-100 generic house models + interior
  8. 20-40 generic building models + interior
  9.  
  10. Roads - 6/4/2 lane, highway, one way. There will be at least one major/dense population city, probably spanning around 1/8th of the map
  11.  
  12. Individual hospital models + interiors
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  14. 3-4 Generic school models
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  16. Photorealistic Pickering Nuclear plant
  17.  
  18. Unique bridges
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  20. NO unique buildings or houses, instead will rely on the players building the server/world
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  22. At least 100 unique tree models, plants, bushes, and other foliage
  23.  
  24. 5-10 grass types for each biome
  25. -------------------------
  26.  
  27. WILDLIFE
  28.  
  29. Dogs
  30. Cats
  31. Foxes
  32. Deer
  33. Cougar
  34. Coyote
  35. More
  36.  
  37. -------------------------
  38.  
  39. NPC
  40.  
  41. Wandering survivors
  42. NPC military and guards
  43. NPC independant "Contractors" - To be hired to collect player set bounties, guard safehouses, etc.
  44. NPC merchants and traveling traders
  45.  
  46. -------------------------
  47.  
  48. BUILDING
  49.  
  50. Bridges
  51. Roads
  52. Buildings
  53. Houses
  54. Wall by wall modular building system based on resource farming and gathering
  55.  
  56. -------------------------
  57.  
  58. GENERAL LOGIC AND THOUGHTS
  59.  
  60. Resource farming. Tillable land, reforestation over long periods for wood farming, rewards for working together to farm and build
  61. Mining and refining over REASONABLE but long periods, IE 1 minute per unit of rock to gravel, 10 minutes from gravel to metal ore, sulphur, and concrete dust, variable time depending on type of metal (1-10 minutes) for refined types NOT SCALABLE BY SERVER ADMIN. DO YOU THINK THIS IS A FUCKING GAME?
  62. Economy - Old world money, gold, resources, materials, items. NPC merchants will have items to make old world money WORTH HAVING. Banditry will be punished by NPC AND players via bounty system IF THE ASSAILANT IS WITHIN THE VICTIMS FIELD OF VIEW,
  63. OTHERWISE BANDIT WILL BE TREATED AS UNKNOWN UNLESS OTHERWISE IDENTIFIED BY PLAYER AND REPORTED TO NPC MILITARY
  64. Bounty payout will be adjusted to market values by server (automatic based on a set list of variables) to keep shoot on sight mentality to a minimum, this will help keep the focus on rebuilding society, and dealing with the wrath of nature, rather than turning into a team deathmatch
  65. Military forces WILL NOT BE GOD LIKE. They will be scalable by the server admin to be kept to the skills of the general server player. The idea here is to make it POSSIBLE to have a player military, rather than the NPC model. I want this to be an open concept game. YOU are ENTIRELY in control of your world. Work for what you want and you will have it
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