-
Notifications
You must be signed in to change notification settings - Fork 0
Systems
atebyagrue edited this page Mar 1, 2024
·
5 revisions
Game Systems available for use:
- Transportation: a Transport will move Mobs from one location to another. Some areas may not be accessible without taking a Transport. Some examples may include stagecoaches, taxis, suborbital shuttles, ferries, etc.
- NPC Personalities: every NPC in game is unique & has randomly generated personality traits. These traits cause them to act & react differently based upon these scores. Some will value some things more than others. Some will be more easily offended. Some will be cowardly. There is a wide range of possibilities that will hopefully provide a vibrant array of characters.
- Merchants: buy & sells goods.
- Innkeepers: rent rooms & safe places to stay while logged out.
- Hirelings: system-controlled NPCs that can be hired by players to assist them in game. They have the ability to perform a wide variety of actions.
- Grouping: players can group together to adventure & incorporate their hirelings as well
- Group Stats: a group has stats that can be improved over time while adventuring together. The more a group does the better it will be.
- Morale: represent who well the group is getting along. Weather, food, and other conditions may impact this.
- Group Commands: some commands are only available while grouped.
- Fraternize: raise a group's Morale
- Prepare: cook meals & brew drinks or potions to provide group buffs!
- Group Areas: some areas may recommend a minimum score to enter. Each member's score will attribute to a group's total while grouped to meet this minimum. This allows areas to show they a player might to group up to access it or wait until a later level.
- Group Stats: a group has stats that can be improved over time while adventuring together. The more a group does the better it will be.
- Weather: being outdoors causes Mobs to experience the global weather system. Weather may impart a debuff if a mob isn't geared appropriately. A player may get a Wet debuff without an umbrella, Chilled debuff in a cold snap with no coat, etc.
- Socials: these are social actions that you perform that can represent or convey emotions. Kind of like in game emojis. hugging, smiling, waving, etc.
- NPC Reactions: system-controlled "people" Mobs that will react to the weather, socials, and the arrival of other Mobs.
- Factions: some groups do not get along, this system empowers NPCs to react friendly to comrades and unfriendly to those they oppose.
- Clothing & Layered Appearance: clothing can be worn over top of items so they they do not appear in your character's appearance
- Customizable Physical Appearance: purchase a haircut & get a new look
Note:
- some of these systems are slightly modified versions of code from the evennia.contrib folder & were not coded by me. Much respect to the original owners for all the work & contribution to the project.