More work on docs for starting-tut

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Griatch 2020-07-30 20:06:57 +02:00
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[prev lesson](../Starting-Part2) | [next lesson](Planning-The-Tutorial-Game)
[prev lesson](../Starting-Part2) | [next lesson](./Planning-The-Tutorial-Game)
# On Planning a Game
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- Should your game rules be enforced by coded systems by human game masters?
- What is the staff hierarchy in your game? Is vanilla Evennia roles enough or do you need something else?
- Should characters be able to send mail (IC/OOC?) to each other in-game?
- Should players be able to post out-of-characters on channels and via other means like bulletin-boards?
### Building
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### Systems
- What are the game mechanics? How do you decide if an action succeeds or fails?
- Do you base your game off an existing RPG system or make up your own?
- How does the character-generation work? Walk from room-to-room? A menu?
- What are the game mechanics? How do you decide if an action succeeds or fails?
- Does the flow of time matter in your game - does night and day change? What about seasons?
- Do you want changing, global weather or should weather just be set manually in roleplay?
- Do you want a coded world-economy or just a simple barter system? Or no formal economy at all?
@ -84,7 +82,7 @@ dramatic weather, fire or magical effects? If so, how would this affect things i
these things something admins/game masters should handle manually?
- Can objects be hidden in the room? Can a person hide in the room? How does the room display this?
### Objects
### Objects / items
- How numerous are your objects? Do you want large loot-lists or are objects just role playing props
created on demand?
@ -92,22 +90,19 @@ created on demand?
- Do multiple similar objects form stacks and how are those stacks handled in that case?
- Does an object have weight or volume (so you cannot carry an infinite amount of them)?
- Can objects be broken? Can they be repaired?
- Is a weapon a specific type of object or can you fight with a chair or a flower too?
- NPCs/mobs are also objects. Should they just stand around or should they have some sort of AI?
- Can you fight with a chair or a flower or must you use a specific 'weapon' kind of thing?
- Will characters be able to craft new objects?
- Should mobs/NPCs have some sort of AI?
- Are NPCs and mobs different entities? How do they differ?
- Should there be NPCs giving quests? If so, how do you track Quest status?
### Characters
- Can players have more than one Character active at a time or are they allowed to multi-play?
- How will Character creation work? Walking room-to-room? A menu? Answering questions? Filling in a form?
- How does the character-generation work? Walk from room-to-room? A menu?
- How do you implement different "classes" or "races"? Are they separate types of objects or do you
simply load different stats on a basic object depending on what the Player wants?
- If a Character can hide in a room, what skill will decide if they are detected?
- What skill allows a Character to wield a weapon and hit? Do they need a special skill to wield a
chair rather than a sword?
- Does a Character need a Strength attribute to tell how much they can carry or which objects they
can smash?
- What does the skill tree look like? Can a Character gain experience to improve? By killing
enemies? Solving quests? By roleplaying?
- May player-characters attack each other (PvP)?
@ -214,4 +209,4 @@ have made their dream game a reality!
In the next lesson we'll make use of these general points and try to plan out our tutorial game.
[prev lesson](../Starting-Part2) | [next lesson](Planning-The-Tutorial-Game)
[prev lesson](../Starting-Part2) | [next lesson](./Planning-The-Tutorial-Game)