Note Dump#

  • Who is the player?
    • Where did they come from?
      • Washed ashore? no
      • Fell from the sky? no
      • Disembarked from a ship from a far-away land? no
    • How to limit player crowding in cities and towns?
    • Why are they doing what they are doing?

I don’t want the ‘player’ to lack realism in their purpose of being in the world. I think the idea of having players (all palyers) start as children, or teens, is a good one. Some reasoning of limitation that keeps younglings within the borders of towns, could allow for a tutorial phase or elaboration on where the player came from. In order to make NPC permenance realistic, an excuse which keeps them local could be useful. Such as that traversal is exceptionally difficult, giving a good excuse for players to be kept within the walls for an extended period. This would cover, for the most part, the importance of traversal skills in the game. Grounding it in “reality”.


Table of Contents#


Controls#

The only supported input method is a dual analog stick controller.

xbox-one-s-controller

Xbox, PS4, PS5, Switch, Steam, Generic, etc…

Control Vectors#

  • Movement intention vector
  • Target intention vector

Interaction#

With NPCs#

  • NPCs do not exist only to be utilized by the player, they can and may ignore a player if they are busy or do not like them.

  • Anyone can listen to what an NPC is saying out loud. If a player is conversing with an NPC that conversation is audible.

  • NPCs announce their BUY and SELL orders out loud. Players can focus on them to get details of the order.

  • Listening to NPCs is important, as interactions are populated by the things you actively hear. Player information may be out of date if observation is not done before interacting.

  • If something is done for an NPC, they will remember. Better rates or deals could come of it.

  • Some basic interaction queries for NPCs are:

    • traverse
    • buy
    • sell
    • hello
    • farewell
  • Walking away or interrupting an NPC can be considered rude, excuse onesself.

  • Active listening system (Text)

    • Players can hear things near them. If an NPC is “talking” the player can hear it.
    • “On your mind” keyword searching.
      • Listen for keywords in periphery, reward player auditory or visual cue.
      • Allows limitations on “noise” in cities.

With Interactive Objects#

With Combat Entities#


Traversal#

  • A player is always moving about using movement and target intention vectors.
  • A player is expected to make timing based precision actions. Precision accuracy is not required.
  • a