diff --git a/docs/source/Howto/Starting/Part2/Game-Planning.md b/docs/source/Howto/Starting/Part2/Game-Planning.md index 892242ebad..893e61e650 100644 --- a/docs/source/Howto/Starting/Part2/Game-Planning.md +++ b/docs/source/Howto/Starting/Part2/Game-Planning.md @@ -1,4 +1,4 @@ -[prev lesson](../Starting-Part2) next lesson +[prev lesson](../Starting-Part2) | [next lesson](Planning-The-Tutorial-Game) # On Planning a Game @@ -214,5 +214,4 @@ 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 - +[prev lesson](../Starting-Part2) | [next lesson](Planning-The-Tutorial-Game) \ No newline at end of file diff --git a/docs/source/Howto/Starting/Part2/Planning-The-Tutorial-Game.md b/docs/source/Howto/Starting/Part2/Planning-The-Tutorial-Game.md new file mode 100644 index 0000000000..d18bf5ba7f --- /dev/null +++ b/docs/source/Howto/Starting/Part2/Planning-The-Tutorial-Game.md @@ -0,0 +1,117 @@ +[prev lesson](Game-Planningd) | [next lesson](Unimplemented) + +# Planning our tutorial game + +Using the general plan from last lesson we'll now establish what kind of game we want to create for this tutorial. +Remembering that we need to keep the scope down, let's establish some parameters. Note that for your own +game you don't _need_ to agree/adopt any of these. Many game-types need more or much less than this. +But this makes for good, instructive examples. + +- We want a small game we can play ourselves for fun, but which could in principle be expanded + to something more later. +- Let's go with a fantasy theme, it's well understood. +- We'll use some existing, simple RPG system. +- We want to be able to create and customize a character of our own. +- We want the tools to roleplay with other players. +- We don't want to have to rely on a Game master to resolve things, but will rely on code for skill resolution + and combat. +- We want monsters to fight and NPCs we can talk to. So some sort of AI. +- We want to be able to buy and sell stuff. +- We want some sort of crafting system. +- We want some sort of quest system. + +Let's answer the questions from the previous lesson and discuss some of the possibilities. + +### Administration + +#### Should your game rules be enforced by coded systems by human game masters? + + + +We want to have a game that doesn't require human game masters to run. Human GMs are great but only when they are available. + +- _What is the staff hierarchy in your game? Is vanilla Evennia roles enough or do you need something else?_ - + The default hierarchy should be enough: `Player` - `Player Helper` - `Builder` - `Admin` - `Developer`. +- _Should characters be able to send mail (IC/OOC?) to each other in-game?_ - Why not! +- _Should players be able to post out-of-characters on channels and via other means like bulletin-boards?_ - We will + not be implementing a bulletin-board in this tutorial, but we'll allow use of the default channels coming + with Evennia. + + +### Building + +- _How will the world be built? Traditionally (from in-game with build-commands) or externally (by batchcmds/code + or directly with custom code)?_ - We will show examples of a few differnt ways, but we'll build the brunt of + things using Evennia's Batchcode system. +- _Can only privileged Builders create things or should regular players also have limited build-capability?_ - We + will only allow privileged builders to modify the world. The exception is crafting, where we will allow players to + to use in-game commands to create specific, prescribed objects from recipes. + +### Systems + +- _What are the game mechanics? How do you decide if an action succeeds or fails?_ - We will let the system decide this + from case to case by passing questions to a rule module we'll create. +- _Do you base your game off an existing RPG system or make up your own?_ - We will make use of + [Open Adventure](http://www.geekguild.com/openadventure/), an 'old school' RRG-system that is available for + free under the Creative Commons license. We'll only use a subset of the rules from the blue "basic" book. +- _How does the character-generation work? Walk from room-to-room? A menu?_ - We'll be fancy and do this as a + as a menu, it's all the rage. +- _Does the flow of time matter in your game - does night and day change? What about seasons?_ - We'll find there + is a contrib to add this, so we'll do so. +- _Do you want changing, global weather or should weather just be set manually in roleplay?_ - We'll not model + weather in this tutorial. +- _Do you want a coded world-economy or just a simple barter system? Or no formal economy at all?_ - We'll + allow for barter and buying/selling but we won't try to emulate a full economic system here. +- _Do you have concepts like reputation and influence?_ - We will not have anything like that. +- _Will your characters be known by their name or only by their physical appearance?_ - We can easily add this + because we happen to know there is a contrib available for it, so we'll add it. + +### Rooms + +- _Is a simple room description enough or should the description be able to change (such as with time, by +light conditions, weather or season)?_ - We will make use of a contrib to allow us to change these things, so yes. +- _Should the room have different statuses? Can it have smells, sounds? Can it be affected by +dramatic weather, fire or magical effects? If so, how would this affect things in the room? Or are +these things something admins/game masters should handle manually?_ - We will not model any of this. +- _Can objects be hidden in the room? Can a person hide in the room? How does the room display this?_ - We will + not go into hiding and visibility in this tutorial. + +### Objects + +- _How numerous are your objects? Do you want large loot-lists or are objects just role playing props +created on demand?_ - We will have a mix - some loot from monsters but also quest objects. +- _If you use money, is each coin a separate object or do you just store a bank account value?_ - We'll use + coin as-objects. +- _Do multiple similar objects form stacks and how are those stacks handled in that case?_ - We want objects + to to stack when they are put together. +- _Does an object have weight or volume (so you cannot carry an infinite amount of them)?_ - Sure, why not. +- _Can objects be broken? Can they be repaired?_ - While interesting, we will not model breaking or repairs. +- _Is a weapon a specific type of object or can you fight with a chair or a flower too?_ - We can let all + objects have the ability to be used in an attack. +- _NPCs/mobs are also objects. Should they just stand around or should they have some sort of AI?_ - We won't + be very sophisticated about it, but we want them to move around and have some rudimentary AI. +- _Are NPCs and mobs different entities? How do they differ?_ - Monsters you fight and NPCs will be variations + of the same parent. +- _Should there be NPCs giving quests? If so, how do you track Quest status?_ - We will design a simple quest system. + +### Characters + +- _Can players have more than one Character active at a time or are they allowed to multi-play?_ - We will + allow +- How will Character creation work? Walking room-to-room? A menu? Answering questions? Filling in a form? +- 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)? +- What are the penalties of defeat? Permanent death? Quick respawn? Time in prison? + + + + +[prev lesson](Game-Planningd) | [next lesson](Unimplemented)