More work on docs for starting-tut
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[prev lesson](../Starting-Part2) | [next lesson](Planning-The-Tutorial-Game)
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[prev lesson](../Starting-Part2) | [next lesson](./Planning-The-Tutorial-Game)
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# On Planning a Game
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@ -55,7 +55,6 @@ could ask yourself.
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- Should your game rules be enforced by coded systems by human game masters?
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- What is the staff hierarchy in your game? Is vanilla Evennia roles enough or do you need something else?
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- Should characters be able to send mail (IC/OOC?) to each other in-game?
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- Should players be able to post out-of-characters on channels and via other means like bulletin-boards?
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### Building
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@ -66,9 +65,8 @@ could ask yourself.
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### Systems
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- What are the game mechanics? How do you decide if an action succeeds or fails?
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- Do you base your game off an existing RPG system or make up your own?
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- How does the character-generation work? Walk from room-to-room? A menu?
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- What are the game mechanics? How do you decide if an action succeeds or fails?
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- Does the flow of time matter in your game - does night and day change? What about seasons?
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- Do you want changing, global weather or should weather just be set manually in roleplay?
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- Do you want a coded world-economy or just a simple barter system? Or no formal economy at all?
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@ -84,7 +82,7 @@ dramatic weather, fire or magical effects? If so, how would this affect things i
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these things something admins/game masters should handle manually?
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- Can objects be hidden in the room? Can a person hide in the room? How does the room display this?
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### Objects
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### Objects / items
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- How numerous are your objects? Do you want large loot-lists or are objects just role playing props
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created on demand?
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@ -92,22 +90,19 @@ created on demand?
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- Do multiple similar objects form stacks and how are those stacks handled in that case?
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- Does an object have weight or volume (so you cannot carry an infinite amount of them)?
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- Can objects be broken? Can they be repaired?
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- Is a weapon a specific type of object or can you fight with a chair or a flower too?
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- NPCs/mobs are also objects. Should they just stand around or should they have some sort of AI?
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- Can you fight with a chair or a flower or must you use a specific 'weapon' kind of thing?
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- Will characters be able to craft new objects?
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- Should mobs/NPCs have some sort of AI?
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- Are NPCs and mobs different entities? How do they differ?
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- Should there be NPCs giving quests? If so, how do you track Quest status?
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### Characters
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- Can players have more than one Character active at a time or are they allowed to multi-play?
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- How will Character creation work? Walking room-to-room? A menu? Answering questions? Filling in a form?
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- How does the character-generation work? Walk from room-to-room? A menu?
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- How do you implement different "classes" or "races"? Are they separate types of objects or do you
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simply load different stats on a basic object depending on what the Player wants?
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- If a Character can hide in a room, what skill will decide if they are detected?
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- What skill allows a Character to wield a weapon and hit? Do they need a special skill to wield a
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chair rather than a sword?
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- Does a Character need a Strength attribute to tell how much they can carry or which objects they
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can smash?
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- What does the skill tree look like? Can a Character gain experience to improve? By killing
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enemies? Solving quests? By roleplaying?
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- May player-characters attack each other (PvP)?
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@ -214,4 +209,4 @@ have made their dream game a reality!
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In the next lesson we'll make use of these general points and try to plan out our tutorial game.
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[prev lesson](../Starting-Part2) | [next lesson](Planning-The-Tutorial-Game)
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[prev lesson](../Starting-Part2) | [next lesson](./Planning-The-Tutorial-Game)
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