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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.
  • 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.
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