I don’t think there’s a perfect way to approach planning this kind of project, so we’ll shoot for one, then once we have done some iterations of it we’ll evaluate and see what’s the best way to continue.
The first iteration of the engine we are looking forward to have is having all basic systems working, keyboard only, desktop only running in a browser.
Capabilities
One facet we are using for planning are actions the player can do
World
- Move around the map
- Pick up an item from the map
- Examine map
- Examine item on world
- Examine mob
- Read book or world feature (signpost, plaque, etc)
- Examine world feature (find secrets)
- Open and Close doors
- Doors with keys
- Doors opening with buttons / levers combinations
Dialogs
- Talk with a NPC
- Asking a NPC to join the party
- Talk with a Party member
- Ask a Party member to leave the party
Party
- Check the status of a party member
- Set the Tactics / Manual for a party member
Inventory
- Check the inventory of a party member
- Drop an item on the map
- Move an item on the inventory to a container on the inventory
- Move an item on the inventory to a party member
- Move an item on the map to a container on the map
- Check a container on the map
- Pick up an item from a container to the inventory
- Examine item on inventory
- Use item on inventory
Combat
- Enter and leave combat mode
- Attack an enemy within melee distance
- Attack a far away enemy
Engine Aspects
A second facet of planning corresponds to some features of the engine which may or may not be related to the player actions.
Maps
Moving around the map is a capability, but managing and displaying the maps themselves is an important aspect of the engine.
- Overlay layers
- Map transitions
- Multiple stories
- Day and Night Cycle
Mobs
- Follow player
- Select action in combat mode (AI)
- Select action in peace mode (AI)
- Schedules
- Action scheduling in Peace mode
- Action scheduling in Combat mode
Use Item effects
- Recover HP (% or fixed value, mob or party)
- Recover MP (% or fixed value, mob or party)
- Recover hunger (% or fixed value, mob or party)
- Enter music mode (Play instrument with keys 0 to 9)
Use Feature effects
- Light / Extinguish
- Open or close door
- Set puzzle flag
Use mob effects
- Milk cow
The Future – Other iterations
Capabilities
- Make camp
- Board a vehicle
- Move around in a land vehicle
- Move around in a sea vehicle
- Move around in a air vehicle
- Repair a vehicle
- Attack and object on the world
- Ride mount
2 thoughts on “OpenArthurianX6: Design and Planning”