A fantasy world that imagines what a Rimworld style game could truly do if it had more elements in common with Dungeons and Dragons.
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Textures
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Sound Effects
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Songs/Soundtrack
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Quests/Written story/Lore
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Graphical Programmer
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Testers
If you can provide one of the above things or have skills involving programming graphics or testing, let me know!
You can email me at SneakyTactician@outlook.com or create an issue in this repository.
I would appreciate the help. Thanks!
- Multiplayer support
- Hardware accelerated graphics via Monogame
AKA TODO:
- Not buggy graphics 1.5 Items
- Character Actions (such as mining or building)
- Natural objects such as trees
- Character Classes and XP system
- Creatures (Enemies and Animals)
- AI
- Spells/Abilities
- Fantasy Loot
- Dungeons
- Randomized Quests
Mod support: Always a priority
A polished game with aspects similar to RimWorld, but with magic and aspects of RPG.
- High replayability value
- Balanced gameplay
- Fun multiplayer game experience
- Should be kinda scary (Scary sound, Scary visuals, nasty monsters)
- Dungeons are spawned in the world with random difficulties
- Go into one at your own risk
- Higher the difficulty, the higher the reward
- Some components for spellcasting or tech components might be found here
- Unlike games like D&D there are no restrictions on how many characters go exploring a dungeon
- A large population might enable you to raid a more difficult dungeon, abeit with high casualties
- Based on supply and demand
- Everything the merchants sell has to come from somewhere
- If supplies dry up, merchants don't have much to sell, and prices spike
- You can have your colonists do trade routes with other players, trading goods for other goods or money at a preagreed rate
- Should support at least 10 players running on a dedicated server
- Diplomacy system enabling various treaties (As well as war)
- Peace treaty, trade treaty, defensive pact, Alliance
- You can claim territory by building a special structure
- Other players cannot do anything besides pass through unless you give them the correct permissions
- Enemies will be based upon various mythology, such as Greek mythology, Norse mythology...
- Procedurally generated world
- Custom world sizes
- Other "Dimensions", with different creatures, plant life, and materials
- Everything needs to eat
- You start the game with two different bags of seeds
- Seed bags never run out
- To get a new type of seed, you have to purchase it from a merchant, or craft a lot of the crop into a seed bag
- Merchants only carry a few seeds of a type, so on a large multiplayer server you will have to trade for it
- Both technology and magic are availible
- Technology is based more upon resource processing and research
- Magic is based upon character leveling up, learning new spells, and gathering components for permenent spells
- Various character classes exist
- Wizard, Cleric, Thief, Paladin, Necromancer (Evil Cleric), Monk, Warrior, Knight *Each of these can have subclasses
- Characters with classes like above are not really capable of participating in the tech progression
- They aren't allowed to research technology or construct tech items
- When a character levels up, they can choose to gain various abilities
- At low levels, they are allowed to instantly choose which abilities they get when leveling up
- At high levels, they may level up, but to actually get a new ability and spend ability points they need to be trained by a trainer in that specific skill
- Everything is a skill
- Construction, Mining, Hauling, shooting, melee, research, trading
- Even things from RPG classes are skills
- Just because the wizard gained the ability to cast a new spell, doesn't mean he is good at casting that spell
- Fighters have to get good at the various moves and abilities they learn
- The tech tree starts in basically the stone age
- You know how to make fire, hunt, and make crude weapons and tools
- Tech tree ends in the far off future, where everything is digital, artificial intelligence runs your base, and the dying can be healed of everything
- There is a spell for doing almost everything
- Spellcasters only know a few spells to begin with
- They have to find scrolls with the correct words to memorize
- Some spells are permenent, others are one time effects
*Permenent spells require components, and have a high mana cost
- Permenent spells can be destroyed/dispelled
- Examples of permenent spells *Light, grow crops, intruder alarm...
- Temporary spells
- Terraform land, fireball, energy bolt, magic barrier...
- Spellcasters only have so much mana, so they can only cast so many spells until they run out *Mana is regenerated by sleepa
- Casters of the same type can work together
- Ex: Two clerics could work together to cast a spell with mana requirements higher than they could meet alone
A* Algorithm by Roy-T