This is the final post for the week before the whole Monster Island development crew is taken offline temporary for a few weeks to serve duties.
When I am back I will drop occasional updates on the game / write a new post to keep the scene going.
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The Survival Concept has been secured with 10 Gameplay mechanism. The details are not populated yet but the structure and skeletal framework is almost fixed.
Survival Game
1. Moving Around
Concept
• Player always plays in an Area.
• The type of objects that they will encounter will be based on the type of area they are in.
• When a player moves towards the edge of an area, they will automatically be brought to the next area, depending on the direction of the travel.
• The world should be statically design so that there is a decent amount of level directions, fix dynamics, secrets, special objects, and special NPCs – forming a fix scenario.
• The areas, after inheriting static properties from the world, will then be further populated with random common objects for that area type.
• Player retrieve item from an environment by interacting directly with an area tile / by using an item for interaction.
• Unexplored tile in the world map are marked out in black (fog out) until they are explored.
• When player move to a new area, that area will be marked as explored and no longer be fogged out.
Details – Needs filling up
2. Item
Concept
• All items are worth a material value.
• All items can be salvage (destroyed) to obtain its materials value.
• Items can be use for area tile interaction.
• Available actions for items: Use, Drop, Setup, Interact.
• Use: Consume the item for special effects
• Drop: Drop the item on this area tile
• Setup: Setup the item on this area tile. Eg: setup trap
• Interact: Interact the item with this area tile. Eg: interact hatchet with tree
Details – Needs filling up
Item Name Material Value Actions
Torch Use: Provide +1 sight radius for 5 turns.
Setup: Provide 1 sq sight radius around an area tile for 5 turns.
3. Item Research
Concept
• Any item can be sacrificed for research to unlock combination.
• Each item can only be researched once.
• When appropriate type of items are researched, new items can be produced.
• Items unlocked by research are automatically made available for players to produce.
• Producing items requires material, which is the universal currency to make any items that have been unlocked by research.
Details – Needs filling up
4. Day and Night
Concept
• Enemy monster patrol at night.
• During the day, enemy monster becomes asleep.
• Area sight radius is reduced to 1 sq radius when exploring at night. All enemy units are only visible within 1 sq radius.
• The whole area can be seen during the day.
• To win, a player has to survive for say 20 day.
• Each day and each night last for 10 turns.
Details – Needs filling up
5. Inventory
Concept
• Each item takes up 1 inventory slot.
• There are no stackable items.
• Each player starts off with 10 inventory slots.
• Bag item can be consumed to increase inventory slots permanently for a session.
Details – Needs filling up
6. Skills
Concept
• All skills contain a power amount. This determines the outcome of a battle.
• All skills require skill point to activate.
• Skill point recharge (+1) per turn.
• Skills can only be unlocked and equip before starting a game session. After that, they remain fixed for an entire session.
• Each player can equip up to a total of 4 skills.
• Skills, like items, can be use for area tile interaction.
• Available actions for items: Use, Drop, Setup, Interact.
• Activate: Activate the skill for its special effects. Will also contain behavior that is similar to Setup for item.
• Interact: Interact the item with this area tile. Eg: interact slash with tree
Details – Needs filling up
7. Battle
Concept
• The battle sequence is executed automatically upon a battle.
• The battle sequence consists of waves of attack.
• At the start of a wave, a dice roll will determine the monster to attack first.
• A winner will be determined from each wave. This is calculated by taking the sum of all power from equipped skills of one monster and compares it with the other monster. A random roll is also included in the calculation.
Formula:
Monster 1
[ROLL(Skill power of skill 1) + ROLL(Skill power of skill 2) + ROLL(Skill power of skill 3) + ROLL(Skill power of skill 4)]
COMPARE
Monster 2
[ROLL(Skill power of skill 1) + ROLL(Skill power of skill 2) + ROLL(Skill power of skill 3) + ROLL(Skill power of skill 4)]
• The loser from a wave takes -1 life point.
• After several waves, a winner is determined when any one monster does not have any life points left after at the end of a wave. In case of a draw, a dice roll is used to determine the winner.
Details – Needs filling up
8. Monster
Concept
• Enemy monster move about randomly, 1 sq per turn.
• Enemy monster only will attack if player is 1 sq away from it AND it is able to move for that turn.
• To provide a solution to lack of movement intelligence, enemy monsters will spawn en masses.
• After every night, enemy monster become stronger, both in power of skills and life point.
Details – Needs filling up
9. Energy Essence
Concept
• Energy essence is an uncommon power-up that can be used to enhance a monster permanently within a session.
• The power of all skills can be permanently enhanced for a session with energy essence.
• The life point of a monster can be permanently enhanced for a session with energy essence.
• Defeated monster drop energy essence. Special area tile (altar) can also be worshipped on a daily basis to get energy essence without having to engage in battle.
Details – Needs filling up
10. Survival Points
Concept
• Survival points are used to enhance a survival session.
• New skills must be unlocked with survival points.
• Special unique items can also be purchased as supply at the start of a survival session.
Details – Needs filling up