2013-06-09 14:08:09

012-08-10

Stuff that could or should be implemented in the game

 

Introduction

 

The goal of this document is to collect central features of the game that I would like to implement. It’s both a collection of ideas as well as a plan…

 

Quests

 

Quests are one of the central concepts of Little Goblin. Quests come in several types and each quest consist of several steps that need to be completed. A quest has a quest level, and upon completion, the character attains that level. He can only embark on quests that are rated higher than his current quest level. This way, the game ensures that a quest is only available once. And it also opens up interesting choices if two quests have the same questlevel - then the player has to decide which quest he takes and which he ignores. One design goal is to prevent the inflation of meaningless automatic quests. It is not really fun to run 100 quests where each is just the same monster, adjusted for the current level of the player.

 

Features:

 

 

Items

 

Items help the PC to survive and complete the quests. They

 

 

(Those features are not implemented yet).

 

Monsters

 

Monsters appear as part of a quest. The PC has to fight or evade them by some means to get on with the quest.

 

 

Fight / Combat system

 

A fight is currently round based between one PC and one mob. The idea was to allow several PCs to band together under the leadership of one player.

 

Current combat modifiers are:

 

 

Planned modifiers are:

 

 

Tech Tree / Skills

 

PCs should be able to learn skills which help them in combat and during quests.

 

For the first version of Little Goblin, there will be the following skills:

 

 

There is at the moment no plan for a tech tree per se. See strategic browsergame project stratbrog for a ideas for a tech tree based game.

 

Experience

 

When completing quests and defeating monsters, the PC is rewarded with experience points. A PC has an experience factor, which is reduced with each quest he starts each day. This means that you can solve quests for as long as you like on a given day, but you will get diminishing returns quickly. Once the factor turns negative, it will be a question of how urgently do you need this quest vs. how much experience points do you spent. This game mechanic should create a balance between power gamers and casual players.