SD2 Nomad

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Nomad John Gosling and Marvine Reed

In a timeless struggle of Man versus Wild, cut out your place in the world. Hunt for food, craft tools and weapons, or clothes for protection and warmth. Join a tribe, raid others, or work the more dangerous route between fledgling powers on your own.

• Needs System: Players must balance their time to fulfill the basic needs of survival.

• Expansive World: Snowy peaks to Humid Jungles

• Day/Night Cycle: Different creatures and dangers during night.

• Weather System: Snow, rain, storms, etc., with a real effect on gameplay and tactics.

• Seasons: Different weather patterns and temperatures, or available plants.

• Tracking: Find paths and trails to track down animals or set up traps.

• Visceral Combat: Aimed attacks that do damage and wound according to where they hit.

• Animal AI: Creatures that act according to their needs, hunting in packs for prey, fleeing when scared, etc.

• Character Growth: Skills and Attributes that grow as they’re used.

• Crafting: Create tools , clothing and weapons to improve your skills or open new tactics.

• Tribes: Interact with or join other groups of people in the wild.

Player Motivation The player wants to survive in the world; fulfill basic needs (food, water, warmth), survive encounters with hostile creatures and humans, and improve the avatar’s skills, abilities and items. The gameplay experience is extended based on any emergent goals the player sets up for themselves.

Genre Third-Person atmospheric survival game (Action-RPG)

Target Customer RPG fans looking for something different, Action/Survival players, players who enjoyed the open worlds of the Elder Scrolls, survivalists or hunters, Naturalists, “Arty” types

Competition Limited. This genre is fairly untapped save a few very old games in slightly similar veins like Wasteland or The Lost Tribe.

Target Hardware PC/Windows

Design Goals Educational: Survival in the wild, learn tactics and techniques. Rich: A unique experience, full of awe-inspiring sights.

GAME OVERVIEW Exploration Survival Combat Crafting

COMMON QUESTIONS What is the game? Why create this game? Where does the game take place? What do I control, and how? What is the main focus? What’s different?

FEATURE SET

GAMEPLAY

THE GAME WORLD

OBJECTIVES

HIERARCHY OF NEEDS

TRIBAL LEADERSHIP

THE AVATAR

TRIBES

USER INTERFACE

OBJECTS

SCENARIO EXAMPLE

STORY

“OBJECTS APPENDIX”

“SKILLS AND ABILITIES APPENDIX”

“RESEARCH APPENDIX”

"IMAGE APPENDIX"

Goal/Philosophy Exploration To create a wide, open, expansive world in which the core of gameplay is the freedom to pursue the life the player wishes. The player has a wide climate to explore from humid jungles, temperate forests, and frozen mountain peaks. Players will be able to explore farther and more extreme climates as they acquire new skills and items (for example, water stills and skins to travel farther from rivers, or heavy clothing to venture into colder weather).

Survival The player has to fight to fulfill his basic human needs; find water, cook food, build shelter from the elements, create clothing for warmth and protection… All against the whims of nature, violent beasts, or even other humans.

Combat A steady and strategic game in which the player must find traces of animal life, close in while sticking behind cover and in shadows, then take the creature down with quick and targeted strikes, with a variety of weapons.

Crafting Using the elements of the world, the player must utilize resources to construct shelters, traps, weapons, clothing, and a wide assortment of tools to aid in survival.

Common Questions

What is the game? Nomad is a third person atmospheric “exploration/stealth/survival” game, where the player faces against beast and nature to survive in a lush land. The player has to gather food through combat or traps, maintain his health by treating his wounds, and stay hydrated and warm. The player will craft items and learn vital skills to help him in the wilderness, and carve out a life in a violent yet beautiful world.

What is the game genre? Third-Person exploration/stealth/survival; the defining characteristics of gameplay are world exploration, stealth elements, quick intense combat, Sims-like condition management, tribal skirmishing, and resource management/crafting.

What platform(s) is this game for? PC/Windows; this game is aimed at a fairly niche market, and will most likely be distributed online. If there is significant interest in the title, a port to the Wii would be ideal due to the unique control scheme that would blend well with the goals of immersion and interaction. A later port to 360 would be possible, although a thorough market analysis should be undertaken first to see if the demographic is interested in this style of game.

What is the game’s rating, and why? This game is rated Mature. Intense Violence, Blood and Gore: The game shows graphic depictions of violence against animals and humans Alcohol/Drug Reference (?): Alcohol item/food, drugs in shamanistic culture Simulated Gambling (?): minigame, bartering… can be cut. Partial Nudity (?): minimum outfit? Will avatars always have loin cloths? Sexual Themes/suggestive themes (?): Family/breeding

Why create this game? Nomad seeks to reconnect the player with that inherent primal nature, allowing them to test their mettle through the challenges that faced humanity as the species struggled against a vicious nature, as we slowly gained strength and bent our environment to our will. Through facing these challenges, they will be drawn closer to the world and see the true grace and power of nature. Nomad will give access to a world so far in our past that still burns so deep within our being. We crawled across the world from our origins 200,000 years ago, and only as recently as 10,000 years ago began the agricultural revolution. Our many eras as hunters have infused us with a set of primal instincts that we rarely get to exercise. For a wide variety of reasons, we don’t seek to live off the land; it is as dangerous as it has always been. Nomad gives the player a chance to explore his primal memories.

Where does the game take place? The game location is a new world, but based in a sense of reality. The world is mostly an expansive forest, with streams and rugged terrain. The southwest of the world is a beach against the sea, leading into with warmer climes towards the south (more jungle foliage). The middle is filled with temperate forest and a few scattered plains, with a few trickling streams and rivers running down from the hilly north. The north end of the gameworld is steeper, climbing up into high peaked, snowcapped mountains. While there is a shift of warm to cold on the map, all regions will experience a weather shift through seasons appropriate to the region (the beach/jungle area will have typhoons, storms, etc, but no snow. The mountain peaks will range pretty much from different snow types, wind, or clear. Temperate zone will have all ranges of weather, dependent on season, except for the most extreme. All elements of the gameworld are “condensed”; day and night happen within an hour or so, and seasons approach after only a month or two of game time. The geographic layout shows a vast expanse of environments from deserts and jungles to temperate forests and mountains over a (relatively) smaller distance. While the game will still “feel” realistic in setting, it is an exaggerated realism, one that allows for more player choice and gameplay options, while still seeming grounded.

What do I control, and how? The player has control over an on-screen avatar, and a third person camera centered on the avatar. While the player will be able to work with one or two other characters, there will be a limited amount of influence on them, through suggestions and general commands, which the character may choose not to obey. The player controls the avatar movement with the WASD keys. Shift and control alternate the player between stances (combat/running). The number keys are assigned to quick-items that the player has equipped: belt items, back mounted, weapon… ‘E’ lets the player interact with the environment. ‘Q’ lets the player communicate with anyone nearby. The mouse movement controls the camera’s path around the avatar (thus directing the crosshair/avatar’s facing). The scroll wheel can adjust the camera’s zoom level. The left mouse button selects menu choices, or attacks at the crosshair’s location. The right mouse button makes an alternate attack.

What is the main focus? The player wants to survive in the world; fulfill base needs (food, water, warmth), survive encounters with hostile creatures and humans, and improve the avatar’s skills, abilities and items. The gameplay experience is extended based on any emergent goals the player sets up for themselves. Such extended goals are: • Find a partner to hunt with • Find a mate • Begin a family • Grow a family tree into a tribe • Befriend or even join an existing tribe • Gain position in a tribe, defend against or lead raids on other tribes, expand • Stay on the edges of societies as a robber, feeding off other’s success • Create a homestead out in the wilderness with a strong advanced shelter, fire, tools, crops, etc. • Wander across the world, sleeping wherever your feet stop. • Survive in the harsh snow covered peaks, or the humid heat of the jungle • Create an elaborate trap maze • Make the clothing you find aesthetically appealing, the highest quality, the strongest, the warmest, of a particular species (wolf fur, etc.) • Customize your tools and weapons with personalized carvings • Maximize a trade skill, or many trade skills • Maximize a statistic, or many statistics • Fight a bear. Bare-handed. And Naked. And on the highest chilly peak. In winter. While it’s snowing. While injured.

What’s different? No one is currently attempting this in the market. The closest comparison is actually comparing different gameplay elements to existing methods in top games. The Sims: The closest comparison would be Will Wright’s The Sims, in that the player’s primary concern is in maintaining his hierarchy of needs. Unlike The Sims, these needs are harder to sustain, they affect more than just “mood”, and they influence how the character performs in the world around him. And clearly, the tone and setting is radically different than plush suburban life. Thief: Combat in Nomad is fast and visceral, composing of three parts; tracking, stalking, and attacking. Tracking is when the player is following tracks and other clues of the animals motions, Stalking is when the player is positioning and moving in closer when in visual range of the creature, and combat is when the player quickly engages the enemy and tries to bring them down as fast as possible. The Stalking portion has the closest parallel to Thief, in that the player must close in on his prey while staying out of eyesight and down wind, using cover and shadow to hide. Combat is quick, like Bushido Blade, except with a health system to keep the player from being killed in one hit or making the game too easy.

Oblivion: the visuals are similar to oblivion’s landscape, with the weather modification. All of the visuals are slightly exaggerated though, giving a more majestic appearance. Feature Set General Features

• Expansive world, ranging from freezing snowy peaks to humid jungles • Day/night cycle: Different creatures are out at different times of day, night hunting can be more difficult and dangerous. • Full weather system: snow, rain, storms, etc, with a real effect on the player, gameplay, and strategies. • Seasons that alter the weather, plant cycles, and temperature. • Tracking; the player finds clues and “breaks in nature” to find creatures or people. Footprints, broken leaves, paths, and common meeting areas. • Visceral Combat; aimed attacks that do damage and wound according to where they hit. • Advanced AI; creatures act according to their needs, hunt in packs, and know to flee when scared. • Needs system; players must balance their time to fulfill the basic needs of survival. • Statistics and skills that grow as they’re used, and slowly degrade when they’re not. • Complete crafting system with a full tree of items, tools, traps, weapons, clothing, and shelters. • Tribal societies; players can interact and join with small communities of other humans; even gaining position and favour. • Modern 3d graphics: Shaders, depth maps, HDR lighting. • Emergent animation: Animation is based on how the form interacts in the world, not preset animation sequences (Indiana Jones, Spore). • Speedtree for dense and detailed forests • Havok for full physics (mostly used for traps) • Player Controlled Aesthetic: Woodcarving, hide styling, tattoos

Possible Features: • Randomized Environment (only if creature AI and pathfinding can still work) • Custom traps and structures(physics enabled items, if it is easy enough to set up and use)

Multiplayer Features

• Co-op; players can join the other’s world (entering through the tribal huts?), join in the hunt or help build traps/shelters with their partner • Multi-player invites: Like co-op play, but extending to multiple players (16?) in which the players can form a tribe, or fight among each other. • Once the multiplayer code is implemented (if it can be), players will be able to join servers with either pre-set equipment and stats, or through saved characters on the servers (with simple stats/items log files). Bringing single player characters to a multiplayer server would cause cheating/security issues. • Players can communicate through voice or text • Players will be visible on the map (default, can be changed in server settings) Editor

• No built in editor • The title built for ease of modding, will release proper tools for the modding community. • This game will have a much greater lifespan if its gameplay is placed in different settings and themes with the modding community. Could easily become fantasy, post-apocalyptic, etc.

Gameplay

• Hunting, trapping, stalking, fighting, crafting, traveling, exploring, surviving, improving • Find a partner to hunt with • Find a mate • Begin a family • Grow a family tree into a tribe • Befriend or even join an existing tribe • Gain position in a tribe, defend against or lead raids on other tribes, expand • Stay on the edges of societies as a robber, feeding off other’s success • Create a homestead out in the wilderness with a strong advanced shelter, fire, tools, crops, etc. • Wander across the world, sleeping wherever your feet stop. • Survive in the harsh snow covered peaks, or the humid heat of the jungle • Create an elaborate trap maze • Make the clothing you find aesthetically appealing, the highest quality, the strongest, the warmest, of a particular species (wolf fur, etc.) • Customize your tools and weapons with personalized carvings • Maximize a trade skill, or many trade skills • Maximize a statistic, or many statistics • Fight a bear. Bare-handed. And Naked. And on the highest chilly peak. In winter. While it’s snowing. While injured.


The Game World

The Physical World

Map

  • See Attached Images: Map

Overview The gameworld is an abstraction of a vaguely Central European wilderness, set at the end of the Neolithic revolution, about 8,000 years ago. While there are established cultures, tribes, religious customs, and an agriculture, tribes are still fairly transient. There are established agricultural civilizations, but only a few currently exist in the world, and none exist within the scope of the gameworld. This is the beginning of human culture and civilization, although the player experience is more in the wild. The landscape ranges from mountain peaks to temperate forests to humid jungles to sandy beaches.

Key Locations There are no “Key locations”, as the tribes in the game continually shift location depending on resources and battles. The player chooses where to settle or hunt in the landscape, making his own key locations. There are notable landmarks in the terrain that may become key locations depending on how the tribes interact with them or player preference. A few examples of this are bronze veins, highest peaks, rivers, edible plant groves, caves. A few tribes will be unique and will be a Key Location, but they may not stay in the same area as all tribes are transient. These tribes are detailed in the Game Characters section.

Travel Players spend most of their time walking through the world on their own. There is a quick travel option, where players select land they’ve already explored on the map and quickly travel to that location (think: line in the Indiana Jones movies). However, travel in this manner will still affect statistics and energy according to the time passing (trekking a whole day will only take a few seconds but will significantly increase the players thirst and hunger and reduce their stamina). Also, encounters with hostile creatures or humans will cancel quick travel.

Scale Scale is smaller than “real”, but exaggerated where aesthetically appealing. While hiking down a mountain takes significantly shorter time than in real life, trees still appear tall and cliffs still appear steep. Scale is slightly smaller than in oblivion. As in most games, structures will be slightly bigger on the inside than on the outside, for ease of view.

Objects See the “Objects Appendix” for a list of all the objects found in the world.

Weather There will be a full weather system that will have a direct affect on gameplay. • Spring: The weather warms up, rain/storms and other severe weather is more common. • Summer: Hottest season. Many fruits and plants are in full growth at this time. • Fall: Weather begins to cool and become greyer, while the trees become lush with color. Most plants are harvested now. Most of fall is spent preparing for winter. • Winter: The harshest season in temperate climes, the cold cannot be survived without proper shelter and fire, food is scarce (many animals hibernate or hole up for the season), water sources are frozen over… Without preparation, winter can be lethal to the strongest of Nomads.

 Snow: Snow is simply rain in cold enough climates will cause snow. Snow severely reduces stamina when walked through, severely reduces body warmth, and slows movement.  Fog: Fog can severely limit visibility, and is usually associated with wet and/or cold weather. The limit of visibility can work both for and against the player, limiting his view but also limiting the prey’s senses.  Rain: Rain is vital for crop growth and replenishing standing water, but is hard on nomads without shelter, preventing sleep and reducing body warmth. Being wet also increases weight which speeds up stamina reduction, and severely reduces comfort.  Strong Winds: Strong Winds can destroy feeble shelters and traps, as impair the senses of the player and creatures. Winds also render ranged weapons useless. On the plus side, it reduces the chance of a creature smelling the player before they are in range.  Storms: Storms are strong winds combined with rain. This dramatically increases the adverse affect of rain.

Day and Night The day and night system is fully incorporated and makes a large difference on the game. Animals and people have different routines depending on the time of day, certain actions are easier when it is light out, and hunting at night is a different experience…

Seasons Seasons occur every one-two months in game. This progressed time allows the player to experience a wider variety of weather and situations, makes agriculture a more viable option, and generally expands the game experience.

Time Time is on an adjusted scale, just as seasons and the world size is. 24 in-game hours can pass in about 2 “Real” hours (adjusted for gameplay). It should be noticeable enough where the player has to concern himself with what he can accomplish in one day, but not enough to make the setting seem unrealistic.

Game Engine

Real AI The Game Engine will be able to process groupthink for clusters of animals, making sure they are always seeking to fulfill their needs. The further the player is from the creatures, the more abstracted and general the AI runs. This will keep animals and tribes moving to new locations and new resources, instead of starving to death in an area with no food.

Database Information Most game information is stored in easy-to-access databases, in the form of XML spreadsheets. This will make it easier for the modding community to edit and change game elements such as animal aggression and number, weather patterns, etc.

Landscape The landscape will be built using the speedtree middleware, to quickly and reliably fill the world with genus appropriate flora.

Physics The engine will use the Havok Middleware to quickly and reliable render object physics.

Shadows The Game Engine will support dynamic shadows, allowing for different stalking and hiding possibilities throughout the day, and more atmospheric traveling at night.

Water The Game Engine will show beautiful streams and waterfalls, rippling, flowing, and reflecting. The water will be limited to a beach the player cannot swim too far into, and many small streams and a few rivers in the game world.

Rendering System

Overview The rendering system must show the wide and epic landscapes throughout the world, but still be able to draw the close details such as rocks, branches, shrubbery, and other details. The feel will always be an exaggerated reality, with snow pouring in and tinting the world blue, humid heat casting yellow waves and slight heat distortion…

2D/3D Rendering Built on Gamebryo(rendering engine), Havok(physics), and Speedtree(trees); this combination was used in Oblivion, which is a good foundation for the visuals that will be attempted in Nomad. It needs to show MASSIVE expansive environments, no real opportunities for loading transitions (load-on-the-fly), with detailed close environments down to the shrubbery. Another possibility is the new Crytek engine, the interaction and visuals are exactly what we hope to accomplish, while still maintaining a certain level of malleability and creature AI. This engine has not been tested, however, and appears much more power-intensive than the gamebryo engine.

Camera

Overview The camera is a 3rd person view centered on the avatar, but with some float (for aesthetic reasons). The avatar is always in the center of the screen, but not specifically the DEAD center. If the player scans the view right the avatar will be a bit more on the left side of the screen, and vice versa. The player may zoom in an out, but the scale is set to prevent “cheating line-of-sight”; far enough to give the player a sense of presence in the world and prevent unknown attacks.

Special Circumstances When the player switches to a menu view, the game pauses, and the camera view changes.

• Combat: The camera will zoom in closer during combat, while the distant world becomes less noticeable. This creates a more intimate and immediate emotion within the combat mode, simulates an avatar’s “tunnel vision”, and allows the player to better aim his attacks. • Death: On death the world slows down and fades to heavy burgundy tints, while the camera shows a more cinematic angle of the player’s death. The camera slowly rises upwards while focusing on the avatar and fades to black. • The camera has an active role in the menu views, which is detailed in User Interface: Character, Health and Inventory Menus.

Objectives

Overview There are no normal mission structures in Nomad; much like in The Sims, the player chooses what his objectives are. The player can create his own missions; How far can I travel without settling? I need to hunt and kill the Great Bear of the Forest! Should I begin a full out attack to purge the violent tribe to the north? The objectives in Nomad are created through the gameplay. The players objectives will center around satisfying his immediate physical needs, attempting to satisfy his higher functions (community, art, etc), and forming his own goals within the tribal societies, and the nexus of tribes within the world.


Hierarchy of Needs (Game-Tracked)

The main course of this game is that of a harsh wilderness survival, so all of the needs that will be satiated will be Deficiency needs. Self-Actualization and Transcendence will have to wait for a different title. The game will actively track and display the Physiological needs; if the avatar is thirsty the player will know this and will know to sate that need. The rest of the needs are more implied objectives. While there will not be a little bar showing the ‘security’ need, the player will know that sleeping out in the open in a dangerous area is not the best idea, and will seek to improve the Avatar’s condition without being directly told. There is an intentional cross at some points between the Player’s own Needs and the Avatar’s (Esteem, Cognitive, Aesthetic). This encourages the player to relate to the Avatar, further immersing them into the world. Those familiar with Maslow’s Hierarchy will notice sex has been removed/merged with the social needs (family); this game focuses on the player’s life, not the continuation of the species. In addition, many needs have been removed that do not mesh with the game (security of employment/revenue/mental/moral, sexual intimacy, the self-respect and inferiority complex aspect of Esteem Needs). Instead of growth needs, the player has the option to choose his own motivations and goals for his personal self-actualization; many examples of this are listed in the ‘gameplay’ examples mentioned previously.

DEFINITIONS Decrease/reduced: Reduce the % in any amount. Increase: Increase the % in any amount. Fulfilled: Need is at 1% or higher. Deprived: Need is at 0%. Sate: Need is at 100%

FORMAT Need Group  Need TRACKED (if the need is manually tracked or a player’s mental need)  Descriptor  Priority  How this need is displayed/communicated  How this need is decreased  Effects of Reduction  Effects of Zero  How this need is increased


Physiological Needs  Health TRACKED  Description: Before the player can worry about thirst, hunger, or anything else, the immediate need for living takes priority. This is addressed through immediate personal safety; is the player being attacked? Is the player bleeding to death? Is the player drowning? Is the player (due to neglect of other needs) dehydrated/starving to death?  Priority: This need is above all others, although if a Player’s stamina is reduced enough to cause passing out, a player may pass out regardless of his healthy condition (which will often lead to the player bleeding to death).  Communicated: This need is displayed on the avatar by the amount of fresh/bandaged wounds, as well as a red tint around the borders of the screen for fresh damage, proportionate to the amount of damage (old or treated damage is a grey tint. Any fresh or untreated wounds take priority). The player may hear the avatar grunt, growl, or yelp in pain when hit. The avatar may also groan or whimper when suffering from low health. The avatar acts normal when this need is sated.  Reduction: This need is depleted from damage. This is usually in the form of attacks on the player, or environmental damage (falling, traps, etc). Health is also reduced if the thirst or hunger needs are deprived, as those needs will begin to take their usual reductions out of “health” until they are fulfilled.  Effects of Reduction: Health reduction leads to a proportionate reduction in stamina and agility. The scale is 1%:100% Health, 60%:100% Agility and Stamina. Note that this does not stack with other need reductions; the highest reduction applies.  Effects of Deprivation: If this need reaches zero, the player dies.  Increase: This need slowly refills itself if there is no condition decreasing it (Thirst/hunger deprivation, bleeding wounds, poison/ailments). Note the heal rate is dependent upon some skills/abilities (health, medical), and proportionately tied to the player’s comfort. This need can be substantially increased by treating fresh wounds, bandaging bleeding wounds, and by sating the other needs. In order of healing effect: Comfort, Thirst, Hunger, Sleep.

 Stamina TRACKED  Description: Humans cannot run continuously, and no matter how strong or well taken care of every person needs to sleep.  Priority: While usually a fairly passive need, if left unfulfilled too long the need to sleep can dominate all others, even the need to live (the player can pass out in a dangerous situation).  Communicated: This need is displayed by the physical animations and audible noises of the avatar; he will stumble and slouch, or the player may hear a yawning, and grumbling. When this need is sated the avatar’s actions seem a bit faster, and his combat sounds seem a bit more aggressive.  Reduction: This need is slowly reducing as long as the player is awake. Strenuous activity (fighting, crafting), severe weather or temperature, need deprivation (see Effects of Reduction in other needs), and injury (health reduction) all increase the rate at which stamina is reduced.  Effects of Reduction: As stamina reduces, all skills are proportionately decreased; attacks vary farther from the crosshair, crafted items fail or are if inferior quality, etc.  Effects of Deprivation: If this need reaches zero, Agility beings to rapidly reduce to zero. When agility reaches zero from Stamina deprivation, the player begins to have a rapidly increasing chance of passing out, until shortly, the player has 100% chance of passing out. This causes the avatar to collapse and sleep until a portion of his stamina is recovered (around half, modified by chance and factors that may potentially wake any sleeping person).  Increase: This need can be increased by sleeping. It increases faster based on the avatar’s shelter (and improvements), and comfort. Eating or drinking decreases the rate at which stamina is reduced, but does not increase it. Encountering a hostile gives a temporary boost to stamina (only once every few hours. Repeated encounters do not all give boosts) due to adrenaline. There are certain herbs, drinks, and foods which give large boosts to stamina (although usually temporary before increasing the rate of stamina reduction).

 Thirst TRACKED  Description: Water is vital to any living organism, and humans are no exception. An otherwise healthy human can die in three days without water.  Priority: This need is above hunger and comfort.  Communicated: This need is displayed by the physical animations and audible noises of the avatar; he will stumble and slouch, or the player might hear panting, or whimpering. The avatar acts normal when this need is sated.  Reduction: This need is always slowly reducing. Strenuous activity (fighting, crafting), severe weather or temperature (wind or heat), need deprivation (hunger), and injury (health reduction) all increase the rate at which thirst is reduced.  Effects of Reduction: Thirst reduction leads to a proportionate reduction in stamina and agility. The scale is 0%:100% Thirst, 70%:100% Agility and Stamina. Note that this does not stack with other need reductions; the highest reduction applies.  Effects of Deprivation: If this need reaches zero, then all further reduction to the thirst need is instead applied to the health need. All modifiers of thirst reduction apply (for example, strenuous activity will increase the rate at which health is lost).  Increase: This need can be increased by drinking. It increases faster based on the liquid consumed, and comfort. Eating slightly increases the thirst need. Note that the player can choose to drink “rain” during such weather.

 Hunger TRACKED  Description: Food provides human with the protein, carbohydrates, vitamins, and energy needed to perform and survive. An otherwise healthy human can die in 1-2 months without food.  Priority: This need is above comfort.  Communicated: This need is displayed by the physical animations and audible noises of the avatar; he will slouch and grab his stomach, or the player might hear a stomach growl, grumbling, or whimpering. The avatar acts normal when this need is sated.  Reduction: This need is always slowly reducing. Strenuous activity (fighting, crafting), severe weather or temperature, need deprivation (thirst), and injury (health reduction) all increase the rate at which hunger is reduced.  Effects of Reduction: Hunger reduction leads to a proportionate reduction in stamina and agility. The scale is 0%:100% hunger, 80%:100% Agility and Stamina. Note that this does not stack with other need reductions; the highest reduction applies.  Effects of Deprivation: If this need reaches zero, then all further reduction to the hunger need is instead applied to the health need. All modifiers of hunger reduction apply (for example, strenuous activity will increase the rate at which health is lost).  Increase: This need can be increased by eating. It increases faster based on the food consumed, and comfort. drinking slightly increases the hunger need.

Safety Needs  Comfort TRACKED  Description: People always strive to feel secure in their surroundings, by building shelters and fire, communities, decorating their surroundings… This need is an abstraction of all safety needs, and combines physical comfort. While it doesn’t have as dire an effect as the other needs, it has a constant effect on about everything. An uncomfortable person will tire faster, get sick more often, and just generally devolve into a mess. Comfortable and happy people are invigorated by work and their progress, and feel they have found their right place in the world.  Priority: Comfort has the lowest priority, but a player would be unwise to ignore this need.  Communicated: This need is displayed by the physical animations and audible noises of the avatar; he will slouch, may occasionally look over his shoulder, itch, seem a bit jittery, and look at the ground more often. The avatar may make short alert noises as he looks over his shoulder, grumble, whimper, or quietly sob. When this need is sated the avatar will stand up straight, smile, and look up more often. The avatar may audibly hum or idly whistle, or occasionally laugh.  Reduction: This need is stable, but is reduced by strenuous activity (fighting, crafting), severe weather or temperature, injury (health reduction) or old wounds, sleeping exposed or in inferior shelter, sleeping in unexplored or unsafe lands, proximity to enemy tribes, new clothing(or clothing of uncomfortable material like wood, bone, thatch, etc), etc. Need deprivation continually decreases comfort. Note that not performing spiritual rituals does not decrease comfort.  Effects of Reduction: Comfort reduction leads to a proportionate reduction in stamina and agility. The scale is -50%:50% Comfort, 90%:100% Agility and Stamina. Note that this does not stack with other need reductions; the highest reduction applies. Comfort reduction will also increase the rate at which other needs decrease (hunger, thirst, health), lessens the chance of skill success, reduces the effect of sleep (sleeping takes longer), and reduces the disposition of people the player interacts with. Comfort it on a -50/+50 scale, so sating comfort will reduce the rate at which other needs decrease (hunger, thirst, health), Increase the chance of skill success, increase the effect of sleep (sleeping takes less time), and increases the disposition of people the player interacts with  Effects of Deprivation:  Increase: Comfort is increased by casual activity (fishing, farming), temperate weather and temperature, treating or fully healing wounds, sleeping (further increased by better or improved shelters), sleeping in explored or safe lands, proximity to friendly tribes, wearing tailor-made clothing (or clothing of comfortable materials like fur, linen, etc), building a fire, performing rituals, etc. Sated needs continually increases comfort.

 Agility TRACKED  Description: Agility is less so a need, and more of an essential to human action. Agility is mostly used to keep humans alive; dodging attacks, and placing well aimed strikes against the aggressor. Agility’s primary role is as a “shield” to protect the generally frail human from injuries, as even the smallest scrape can become a problem (let alone a gaping wound).  Priority: Though vital to the success of the player’s actions, this need is not included in the standard priority list, as the importance of agility will differ depending on play styles.  Communicated: This need is displayed by the physical animations and audible noises of the avatar; When agility is low the player’s actions will be clumsier, slower, and less accurate. The avatar will occasionally make the “whoa” sound if he begins to stumble. The avatar moves slightly faster, more accurately and appears more “on his toes” when this need is sated.  Reduction: This need can be temporarily decreased by strenuous activity, severe weather or temperature, need deprivation (see Effects of Reduction in other needs), and injury (health reduction). The second biggest reduction in agility is when the player attacks (which can be reduced more if the player misses, as the avatar is thrown off balance). The biggest reduction in agility is when the avatar dodges an attack.  Effects of Reduction: Agility is the “shield” for the player, so if his attacks or dodges lead to his agility decreasing faster than it can restore, he proportionately increases his chances of being hit, and proportionately increases his attack radius (decreasing the chance of hitting the target)  Effects of Deprivation: If this need reaches zero, the player can no longer dodge attacks, and has a large attack radius. Every time the player deprives his agility (whether though repeatedly attacking/missing, or dodging/being hit) he has an increasing chance to trip. This chance of tripping decreases within a minute or so. Tripping is more of a concern when sustaining a barrage of attacks (or delivering them).  Increase: Agility rapidly increases on its own. This rate can be temporarily increased by performing a casual activity (sitting, sleeping, eating, etc.).


Hierarchy of Needs (Player-tracked)

These needs are considerations that the player will have to make within the game space. By transferring his own mental needs into the gameworld (aided by caring for base needs in the gameworld), this can increase player immersion

FORMAT Need Group  Need  Descriptor, questions on how the player can gauge this need mentally.

Safety Needs  Physical Security  An extension of the “Need to Live”, this is with a broader time frame. Will the player be attacked soon? Is the player in a dangerous location (wolf den, Cliffside, etc)? Is the players health in a poor state?  Resource Security  Is there access to Water and Food nearby? Can I get to these resources easily and without obstruction or danger?  Property Security  Is my camp secure? Do I need to worry about robbers or animals invading my location?  Family Security  If I have a family, partner, or tribe, then are they safe? Are all of their physiological and safety needs met, as well?

Social Needs  Friendship and Acceptance  Once the player has established his own life and is healthy and secure, he can expand his world and explore, attempting to meet other people. The first contacts the player makes with other humans will sate this need, but this level of contact is transient at best. Beginning with passing trade, this can evolve into a temporary hunting partner. However, social contact runs the risk of a hostile engagement (and humans are often far more dangerous than animals), as the human might simply want to finish its own task, is nervous, or is actively seeking to harm the player.  Community  The player may seek to befriend and even join an existing tribe. This network of people allows for greater security; there is a group of people to trade with, they could help the player in times of need, and there is a greater defense against animals or robbers. However, being in a tribe carries certain emotional and logistical responsibilities to that tribe, and you may be caught up in tribal warfare that you otherwise would have avoided, and will have to consider the tribes needs (from base food and water, to safety) as you progress in authority.  Family  The player may seek to begin his own family, either for a “Strength in numbers” or for the player’s own emotional needs and connections. However, Families require the player to provide for anyone who is unable to provide for themselves (children), expose the player to worrying about his own security as well as his family’s, and generally makes a nomadic life more challenging (reestablishing shelters for multiple people, finding and carrying food for long treks, safety concerns).

Esteem Needs  Authority  The player may wish to extend his Social needs once he is incorporated into a tribe by attempting to climb the tribal authority ladder. This is covered in the section below Needs in Tribal Leadership.  Competence and Confidence  This would be a need sated only in the player’s mind. As he begins to gain control over nature around the avatar (and understands the rules of the game), his confidence will increase with his competence, encouraging him to try other things and expand ever farther from the base needs.

Cognitive Needs  Learning Skills  The Player will wish to expand the skills of his avatar, thus sating the Avatar’s “cognitive needs”, while also sating the player’s cognitive needs expressed through the desire to be better at current skills, increase the options those skills provide (more craftable items, new attacks), and broaden his abilities to incorporate a breadth of different skills for different situations and strategies.  Improving Abilities  This is a bit of a mix of Esteem and Cognitive Needs (and a bit of physiological, on the Avatar’s side). The player will wish to expand the abilities of his avatar, potentially increasing the characters strength, agility, or intelligence.

Aesthetic Needs  Visually Pleasing Imagery  This can be achieved by the player’s own definition. They might want to collect a full suit of grey wolf-hair garments, or carve their outfits and weapons with elaborate symbols.


Tribal Leadership

The player may wish to incorporate themselves within a tribe. To do so, they must follow a certain route; sometimes there is a clear point of progress (when the Tribe members no longer attack you for entering their camp), other times it is a more gradual process. There is often a rite of passage or a ritual that needs to be accomplished for the higher ranks.

Title Reputation: reputation out of -100 to 100 • Tribesmen response to the player. • This is how the player achieves this title. • Any benefits this position bestows. • Any responsibilities or consequences this position entails

Adversary Reputation: -50 • Tribesmen will attack or flee from the player on sight. • This is achieved by repeatedly attacking tribesmen, raids the tribal camp, or being allied to an opposing tribe. • You gain reputation with the tribe’s enemies. • The player will be unable to talk or trade with an enemy tribe, and will be actively attacked and pursued if he approaches the tribal camp. The tribe may occasionally send out war parties if they have seen the player in an area repeatedly.

Enemy Reputation: -20 • Tribesmen will attack or flee from the player on sight. • This is achieved by attacking tribesmen, or being allied to an opposing tribe. • This position has no benefits. • The player will be unable to talk or trade with an enemy tribe, and will be passively attacked if he approaches the tribal camp.

Foreigner Reputation: 0 • Tribesmen will generally avoid the player, and might threaten him if he approaches while wielding a weapon. Distressed tribe members might approach the player, as will more outgoing personality types. This is adjusted based on the personality of the tribe, as well. • This is the neutral position in tribe relationships. • This position has no benefits. • Player has no responsibilities to the tribe.

Trader Reputation: 10 • Tribesmen will approach the player, and some outgoing personality types may be willing to travel with the player. • This is achieved by trading with tribesmen, helping distressed tribesmen, or fighting against the tribes enemies. The player must have traded a certain amount to achieve this rank. • The player is allowed inside the tribal camp, can persuade a few to travel with him, and can receive aid from tribesmen if distressed (this will reduce his overall favor though, as it can begin to appear as “mooching”) • Player has no responsibilities to the tribe.

Clan-Friend Reputation: 20 • Tribesmen will approach the player, and most tribesmen will travel with the player. • This is achieved by trading with tribesmen, helping distressed tribesmen, or fighting against the tribes enemies. The player must have a very good reputation with at least one tribe member, who will “vouch” for him to the others. • In addition to previous benefits, the player can sleep in the camp, but only on the ground or in open shelters. Most tribe members will travel with him. • Player has no responsibilities to the tribe.

Tribal Member Reputation: 30 • Tribesmen will approach the player, and any able tribesmen will travel with the player. • This is achieved by trading with tribesmen, helping distressed tribesmen, or fighting against the tribes enemies. There is a special ceremony before a player is “officially” recognized as a tribal member, usually a specific hunt or other test of character, followed by a celebration. Different tribes have different Rites of Passage. • In addition to previous benefits, the player can build any shelter within the camp, can begin a family within the camp, and can use a few shared resources (food, water). • Player is now responsible for the defense of the tribe.

Tribal Craftsman Reputation: 50 • Tribesmen will approach the player, and any able tribesmen will travel with the player. • This is achieved by trading with tribesmen, helping distressed tribesmen, or fighting against the tribes enemies. This is a special position when the player becomes the most skilled tribesman in a particular craft skill. • In addition to previous benefits, the player has access to the tribe’s building resources. Players can upgrade existing tribe tools or buildings. • Player is expected to use his abilities to improve the tribe’s tools and shelters, improving the abilities and comfort of the tribe as a whole.

Tribal Warrior Reputation: 50 • Tribesmen will approach the player, and any able tribesmen will travel with the player. • This is achieved by trading with tribesmen, helping distressed tribesmen, or fighting against the tribes enemies. This is a special position when the player becomes the most skilled warrior in a particular weapon skill. • In addition to previous benefits, the player has access to the tribe’s weapons. Players can upgrade existing tribe tools or buildings. The player can form raiding parties; he gathers a few warriors and can attack hostile tribes. • Player is expected to use his abilities to lead raids against the enemy and defend the camp, improving the security of the tribe as a whole.

Tribal Official Reputation: 70 • Tribesmen will approach the player, and any able tribesmen will travel with the player. • This is achieved by trading with tribesmen, helping distressed tribesmen, or fighting against the tribes enemies. The player must have participated in at least three raids or defenses. There is only one Officer for every five tribesmen. If there is no available slot and the player has the appropriate reputation, he may challenge an existing officer for his position in a fight for authority. • In addition to previous benefits, The player has access to the tribe’s building resources and weapons, and can upgrade existing tribe tools, buildings, or weapons and can form raiding parties (if he hasn’t already achieved these benefits through the special rank of craftsman or warrior). The player also receives better deals when bartering with tribal members. • Player is expected to defend the tribe, improve tools and shelters, lead raids and defenses, and make sure the tribe has enough food and water.

Tribal Shaman Reputation: 90 • Tribesmen will approach the player, and any able tribesmen will travel with the player. Certain spiritual tribesmen will pray to the shaman. Tribesmen will actively protect the Tribal Shaman. • This is achieved by trading with tribesmen, helping distressed tribesmen, or fighting against the tribes enemies. This is a special position when the player becomes the most spiritual tribesman. • In addition to previous benefits, the player can alter the overall disposition of the tribe. The player can make the tribe xenophobic or open, hostile or friendly, or even spiritual or neutral. The player can claim any shelter in the camp. • Player is expected to defend the tribe, improve tools and shelters, lead defenses, and make sure the tribe has enough food and water. If the player leaves the tribe, the loss of their spiritual leader can severely impact the tribe.

Tribal Leader Reputation: 100 • Tribesmen will approach the player, and any able tribesmen will travel with the player. Most tribesmen will acknowledge the Tribal leader with a gesture of recognition. Tribesmen will actively protect the Tribal Leader. • This is achieved by trading with tribesmen, helping distressed tribesmen, or fighting against the tribes enemies. The player must have participated in at least ten raids or defenses. There is only one Tribal Leader. If there is no available slot and the player has the appropriate reputation, he may challenge the existing leader for his position in a fight for authority. • In addition to previous benefits, the player can alter the overall disposition of the tribe. The player can make the tribe xenophobic or open, hostile or friendly, transient or grounded, hunters or trappers or planters. The first two influences conflict with the shaman’s influence; if a tribe is more spiritual they may listen to a shaman over a leader. The player has access to all tribal resources. The player can claim any shelter in the camp. The player has influence over the camp priorities: Hunting, crafting, planting/harvesting, fighting, defense. • Player is expected to defend the tribe, improve tools and shelters, lead raids and defenses, and make sure the tribe has enough food and water. The player is responsible for where the tribe travels to, which can impact which resources are available, if they will be in more conflicts for territory, and what extremes of climate they may have to contend with. If the player leaves the tribe, the loss of their tribal leader can severely impact the tribe.

The Avatar

Overview The Player has control over the Avatar, a character who is really a shell for whatever the player wishes to create. The abilities, skills, gender, appearance, and even his “insertion” role can all be modified by the player.


Appearance The modifications to the player’s Body and Face. Model this after City of Heroes, but with more limits on the extent of the anatomy; the player can be tall and lithe or short and stout, but must still look human. They can adjust height, weight, musculature, proportions, shoulder/hip width. Skin tone, texture, scars or tattoos They can modify the face much as they can in The Sims; Hair style and color, eye color, face proportions, width, height, jawline, brow, cheekbones, etc. There is the addition of scars or tattoos (instead of glasses, hats, makeup).

Abilities Abilities define who the player is, what he is good at, and even what he looks like.

FORMAT • Base Group (Mind/Body) o Ability  Description  Visual affect on character  Gameplay affect  Recommendation Definitions: Strength=might=power, Vitality=health=constitution, Agility=dexterity=speed, acumen=intelligence

• Body o Might  Pure brute force. This is the most basic human ability and has been used to crush the enemies of mankind for ages. This is the avatar’s muscle mass and strength  Visually this bulks the character up with muscles, definition  This is the dominant stat for weapon skills, and increases weapon damage, with a contribution to stamina, and some resistance to damage and temperature.  Good for anyone who will rely on hitting hard o Vitality  The sister ability to Might, Vitality is the Avatar’s fortitude and resistance to the harshness of nature.  The skin becomes tough and rough, males become hairier.  This is how healthy the character is. Vitality is the dominant stat to determine your total stamina, resistance to damage, poison, ailments, extremes of weather and temperature. Vitality also slows the reduction of all your needs.  Good for rugged survivalists who expect dire conditions, and fighters. o Speed  The speed and reflexes of the whole body. From dashing from cover to cover, the writhing out of the path of blows, to the fine detail work of crafting.  Visually this “leans” the character, thinning and heightening the avatar.  Speed’s primary function is to determine the avatar’s amount of Agility. In addition, Speed is the primary skill for stealth, and aids with a few combat skills. Speed also  Good for anyone, as this is the main “armor” of a character, and also helps with stealth. • Mind o Acumen  This skill is about human perception, pattern recognition, and the ability to process thought.  All mind abilities have visual affects. The character stands more upright, his jaw shifts from hanging open to sternly clenched (think “evolution of man” poster).  This is the root for many skills, and greatly increases player’s ability to develop and improve existing techniques and items. This skill also slightly increases reputation when you trade, and with higher promotions.  Recommended for survivalists who want to be the best at some skills. o Creativity  This skill is about human creativity and inspiration. This is the spark that has led humanity to invention, and gave him the power to alter nature to fit his needs.  All mind abilities have visual affects. The character stands more upright, his jaw shifts from hanging open to sternly clenched (think “evolution of man” poster).  This is the root for many skills, greatly increases player’s ability to discover new techniques and items. This skill also slightly increases overall reputation, and reputation as shaman.  Recommended for survivalists who want to be good at many skills. o Perception  This is a combination of the player’s sense of sight, smell, and sound, and his ability determine the difference between different elements.  All mind abilities have visual affects. The character stands more upright, his jaw shifts from hanging open to sternly clenched (think “evolution of man” poster).  Perception’s primary role is increasing weapon accuracy and some skills (notably the tracking skill). Higher perception is also the secondary ability for stealth.  Recommended for survivalists who want to be good at many skills.

Skills The player relies on skills to survive in the world, these are learned methods for fighting, crafting, and many other vital techniques.

1. Combat a. Knives, Daggers and Swords b. Clubs, Axes and Hammers c. Spears d. Bows and slings e. Thrown f. Shield 2. Crafting a. Shelters (large craft) b. Traps (large craft) c. Weapons (medium craft) d. Hideworking (medium craft) e. Tools (medium-small craft) f. Fire (small craft) g. Metalworking h. Woodworking/hidestyling (decorative) i. Painting/Tattooing 3. Travel a. Weather Knowledge i. Forecast the weather, slight aid to pathfinding, agriculture b. Climbing i. Used to scale higher peaks, trees, etc. c. Swimming i. Swim faster and longer with less stamina reduction, hold breath longer d. Pathfinding i. This skill reduces chances of encounters when quick traveling, and increases speed in bad weather e. Tracking i. Increases spot range for tracks, find older tracks, more information from tracks 4. Food and Health a. Medical i. Treat wounds, bandage bleeding wounds, set bones, treat diseases/infections/poisons b. Foraging and Plant knowledge i. Find edible plants and medicinal herbs c. Agriculture i. Plant seeds and properly care for the plants d. Fishing i. More results from fishing e. Cooking i. More meal options, more filling, less waste 5. Social a. Commander i. Improves abilities of hunting partners and parties b. Charisma i. Better results from interactions c. Spiritual i. Know more rituals, perform better.

Avatar Feats Each player can be further specialized or enhanced with feats. A few examples:

Winter Wolf – You are much stronger to cold climes and snowy weather. Stealth is enhanced, especially in snow conditions. Perception is increased. However, you can’t stand heat very well and humans like you slightly less.

Eureka! – increases creativity, increases new item discovery craft, more tattoo options. However, you find it harder to improve on your initial ideas.

Man’s Best Friend – you instantly have a more positive reaction to canines. Dogs go from cautious to neutral, wolves go from hostile to aggressive, winter wolves go from vicious to hostile. Felines have a much more negative reaction to you.

Go for the Jugular – Your attacks take much more agility to target, but are more precise.

Scum and Villainy – Your attacks on humans deal more damage, you find more supplies from tribes if you are attacking them. However, your reputation is lowered everywhere to Enemy, and you can never rank higher that Clan-Friend.


Role Sliders Role Sliders are a setting of adjustments the player can make at the beginning of the game. As there is no preset story, this give the player an opportunity to make their own story, and adjust the “first scene” to their taste. In gameplay terms, this gives the player an edge towards the style of gameplay they want (combative, tribal life, hunter, survivalist), but doesn’t have any dramatic consequence. In addition, there will be a small set of “preloaded” settings, with a title and descriptive text. These will offer players an easy choice when picking a role, or a guideline as to what the settings are for. Default options are underlined.

Role sliders: Distance from a Tribal Camp: Inside a camp < near a camp > Far from civilization. This setting places the player inside a tribal camp at the far left, or far off in the wilderness at the far right. The scale between options alters how far the player is from a camp.

Nearby Tribal Status: Friendly status with Tribe < Neutral status with Tribe > Enemy status with Tribe This option is activated when the distance slider is on Near a camp or closer. This option sets the attitude of the closest tribe. The player is a Tribal Member at the far left, or an Enemy at the far right. There is no scale between the three options. This option, coupled with the above option, can set the player up in a safe home or a violent battle. Note: Neutral Status players will start immediately outside the camp to prevent the player from upsetting any tribesmen by invading the camp.

Other Humans: None <> One <> Two <> Three This option allows the player to enable nearby humans. There is no scale between the four options. This option, coupled with the below option, can set the player up with a raiding party, a hunting group, or even in the middle of a robber attack. With the above option, this can make the group a defense party or a raiding party in the wild.

Status: Friendly < Neutral > Aggressive This option is only activated when the Other Humans slider is set on a number above none. This option sets the attitude of the nearby humans. There is no scale between the three options.

Health Condition: Healthy <> Injured <> Severely Wounded This option sets the player’s physical condition. At the far left the player is at full health. At the far right the player has many serious injuries that may kill him if not immediately treated. This option can be scaled, with less severe injuries depending on where the slider is set. This option can up the starting difficulty if the player begins the game wounded. This can suggest a story in which the player has just escaped from a battle or a hunt gone horribly wrong.

Equipment: Well Equipped < Basic Gear > Unprotected This option sets the player’s starting equipment. At the far left the player has decent protective clothing, one or two weapons, a knife, two or three basic tools, and a supply of food and water. At the far right the player has nothing at all. At the middle setting, the player will have two or three clothing pieces (pants, tunic, and one random piece), a knife, one weapon (whichever type the player is most skilled in), and a filled water skin. This option can be scaled, with better and more gear provided as the slider moves towards “well equipped”. This option can adjust the difficulty, and can set the player as an Established trapper and adventurer, or a meager runaway or scavenger.

Season: Spring <> Summer <> Fall <> Winter Time of Day: Midnight <> Morning <> Noon <> Evening <> Midnight These two options set the season and time of day when the player begins the game. These options can be scaled. If the player chooses between summer and fall, then he will begin at the end of summer and the beginning of fall. Similarly, The player begins at whatever time is indicated on the Time of Day slider. These options can adjust setting and difficulty. If a player chooses a combat situation with the above sliders, then starting in a night setting would make the combat more intense. Everything is more difficult in winter, especially if the player is only beginning the game with improper gear. This can begin the player’s game in the new dawn of a glorious spring, or stranded in the bitter cold and darkness of winter.

Preset Sliders The player can select a set of preset Role Sliders that are titled to give the player a sort of “back story”.

The Trapper Flavor text: “” Distance from a Tribal Camp: Inside a camp < near a camp > Far from civilization Nearby Tribal Status: Friendly status with Tribe < Neutral status with Tribe > Enemy status with Tribe Other Humans: None <> One <> Two <> Three Status: Friendly < Neutral > Aggressive Time of Day: Midnight <> Morning <> Noon <> Evening <> Midnight Season: Spring <> Summer <> Fall <> Winter Equipment: Well Equipped < Basic Gear > Unprotected

    • The player is provided with extra traps and only one basic weapon**

Health Condition: Healthy <> Injured <> Severely Wounded

    • The player may have one or two ‘old wounds’**

The Hunter Flavor text: “” Distance from a Tribal Camp: Inside a camp < near a camp > Far from civilization Nearby Tribal Status: Friendly status with Tribe < Neutral status with Tribe > Enemy status with Tribe Other Humans: None <> One <> Two <> Three Status: Friendly < Neutral > Aggressive Time of Day: Midnight <> Morning <> Noon <> Evening <> Midnight Season: Spring <> Summer <> Fall <> Winter Equipment: Well Equipped < Basic Gear > Unprotected

    • The player is provided with extra Weapons, and if the player has the appropriate craft skills his items will be tailor-made**

Health Condition: Healthy <> Injured <> Severely Wounded

    • The player may have one or two ‘old wounds’**

The Tribesman Flavor text: “” Distance from a Tribal Camp: Inside a camp < near a camp > Far from civilization Nearby Tribal Status: Friendly status with Tribe < Neutral status with Tribe > Enemy status with Tribe Other Humans: None <> One <> Two <> Three Status: Friendly < Neutral > Aggressive Time of Day: Midnight <> Morning <> Noon <> Evening <> Midnight Season: Spring <> Summer <> Fall <> Winter Equipment: Well Equipped < Basic Gear > Unprotected Health Condition: Healthy <> Injured <> Severely Wounded

The Raider Flavor text: “” Distance from a Tribal Camp: Inside a camp < near a camp > Far from civilization Nearby Tribal Status: Friendly status with Tribe < Neutral status with Tribe > Enemy status with Tribe Other Humans: None <> One <> Two <> Three Status: Friendly < Neutral > Aggressive Time of Day: Midnight <> Morning <> Noon <> Evening <> Midnight Season: Spring <> Summer <> Fall <> Winter Equipment: Well Equipped < Basic Gear > Unprotected

    • The player will have 2-3 weapons of his best skill, and good protective gear, but few tools or supplies. This set is for fighting and raiding supplies, not living in the land**

Health Condition: Healthy <> Injured <> Severely Wounded

    • The player may have one or two ‘old wounds’, and may have one or two more recent wounds**

The Slave Flavor text: “” Distance from a Tribal Camp: Inside a camp < near a camp > Far from civilization Nearby Tribal Status: Friendly status with Tribe < Neutral status with Tribe > Enemy status with Tribe Other Humans: None <> One <> Two <> Three Status: Friendly < Neutral > Aggressive Time of Day: Midnight <> Morning <> Noon <> Evening <> Midnight Season: Spring <> Summer <> Fall <> Winter Equipment: Well Equipped < Basic Gear > Unprotected

    • The player has one “stolen” weapon but absolutely no gear**

Health Condition: Healthy <> Injured <> Severely Wounded

    • The player will have many old injuries, more bruises and ‘sickness’ injuries than stabs or slashes. The player has some recent and fresh injuries, but nothing that will inhibit him immediately (no hand/leg injuries) **

The Nomad Flavor text: “” Distance from a Tribal Camp: Inside a camp < near a camp > Far from civilization Nearby Tribal Status: Friendly status with Tribe < Neutral status with Tribe > Enemy status with Tribe Other Humans: None <> One <> Two <> Three Status: Friendly < Neutral > Aggressive Time of Day: Midnight <> Morning <> Noon <> Evening <> Midnight Season: Spring <> Summer <> Fall <> Winter Equipment: Well Equipped < Basic Gear > Unprotected

    • The player’s gear is all fairly worn except a few vital tools (Knife, weapon, water skin). Most of the gear will depend on the player’s craft ability, except a few pieces**

Health Condition: Healthy <> Injured <> Severely Wounded

    • The player will have a few old injuries. The player has a few recent and fresh injuries, but nothing that will inhibit him immediately (no hand/leg injuries) **

The Lost Flavor text: “” Distance from a Tribal Camp: Inside a camp < near a camp > Far from civilization Nearby Tribal Status: Friendly status with Tribe < Neutral status with Tribe > Enemy status with Tribe Other Humans: None <> One <> Two <> Three Status: Friendly < Neutral > Aggressive Time of Day: Midnight <> Morning <> Noon <> Evening <> Midnight Season: Spring <> Summer <> Fall <> Winter Equipment: Well Equipped < Basic Gear > Unprotected

    • The player has absolutely no gear at all**

Health Condition: Healthy <> Injured <> Severely Wounded

    • The player is very near death, might have a debilitating injury, and will die without treatment**

Non-Player Characters

Overview The characters in nomad are all randomly generated (except the player’s avatar, which is defined by him, as shown in Creating a Character). Even though the characters can be drastically different in skills, abilities, sex, appearance, age, and so on, they all exist in this violent world and are attempting to stay alive and fulfill their needs. The different tribes will share a few characteristics, and more so within the tribe. All of the humans in the game (including the player) have a “themed” look; their skin is rough, their hair is wild, their bodies are rugged and lithe… All personality within the characters is created though variations in the AI need hierarchy (some might seek security of family over their own well-being), AI attitude settings (some might be more violent or friendly than others), and through whatever light the player casts on them (a player is more likely to think the first person he meets from a tribe as his friend compared to the other tribal members he meets later).


(Need an appendix of the enemy creatures, with AI, habits, and so on.)

Tribes This section details “tribe personalities” and a few examples of existing tribes. The tribes of Nomad are all worn and rugged; small proto-societies that struggle for resources and safety against each other. Tribes naturally balance out each other, repopulating the abandoned areas, killing each other off in the crowded areas, and in a constant migration to find the food sources.

Tribal Reputation Reputation is the key to gaining position within a tribe, or losing position. In addition, your reputation with a tribe shifts your reputation with all tribe members to a degree. Fighting against/with tribe members, fighting against/with enemy tribes, helping to feed or heal tribe members, trading, improving buildings, leading combat parties all increase your reputation. Attacking or stealing form the tribe reduces reputation. All tribal reputations are connected, depending on if they are allied or enemies. This affect is limited to a certain range of tribes; those on the other side of the map have never heard of you, and don’t know what tribes you’ve helped or hindered. A player can tell his tribe reputation by the reaction of tribesmen within the world (a friendly wave to a thrown javelin), and the character sheet says his reputation with the closest tribes.

Tribal Raids and Defenses Tribes try to maintain an equal balance of power with other tribes. They do try to be stronger, but this usually provokes more attacks from nervous neighbors which tends to keep tribes fairly equal. The player can begin a war party or a defense party by standing by the armory (for raids) or by the walls (for defense) and giving a war shout (holding “talk” in combat stance). The player can then direct the party as a hunting party. If the player tries to derail the party (not attacking a tribe with a war party, leaving the tribe/not fighting in a defense party), tribesmen will disband from the group. This tends to have a negative effect on the player’s reputation. If a defense is successful, the defending tribe is about equal in power or slightly weaker from casualties. However, the attacking force will be severely crippled, with their best warriors either killed or wounded. This will leave them open to counterattacks, or raids from other nearby tribes. If the failed attacking tribe has too few people, the death of their warriors (their prime hunters) could even lead to the tribe starving to death. If a raid is successful, many of the results above are followed: the tribe that was raided is weaker, more vulnerable, could even starve to death, etc. In addition, if a player leads a raid they can destroy shelters, defenses, tools, and slaughter the tribesmen indiscriminately. If the tribes structures or people are low enough, they will flee from their lives and become nomads again, attempting to survive in the wild and abandoning whatever remains of their homes. The player can also loot any supplies he may find during a raid to keep or bring back to the tribe, as the other raiders will be doing the same if given a chance (i.e. not engaged in combat).


Tribe Personality The tribe personality is how we create unique tribes within the gameworld, for environment, player immersion, and opening varied gameplay styles. The tribe personality functions in a manner very similar to the role sliders for the player character creation; they determine what the tribes priorities are, methods, and how they interact with their environment. In addition, there are aesthetic modifiers for the personality, such as preferred clothing, weapons, or a tribal symbol/animal.

Tribe Priorities These determine what the tribesmen will spend their free time doing. A tribe will specify one priority, and a secondary: Hunting, crafting (further divided by type of craft; weapons, tools, shelters, etc), planting/harvesting, fighting, defense, practicing skills (further divided by type of skill; medical, tracking, etc),

Tribe Personality These determine how the tribe interacts with the outside world, and with each other. These are on a scale between the two options: Xenophobic or open, hostile or friendly, transient or grounded, spiritual or indifferent.

Tribe Symbol/Animal These are various symbols or animals that the tribe chooses to use as it’s symbol. Tribesmen will often take this icon and carve/paint it on their walls, worship a sculpture of it, draw it on their shelters and items, or tattoo it on their flesh. Animals or insects Wolf, Dog, Bear, Boar, Pig, Raven, Hawk, Snake, Badger, Wolverine, Weasel, Horse, Lynx, Tiger, Lion, Beetle, Praying Mantis, Butterfly, etc. Mythological creatures Phoenix, Mermaid, Griffon, Sphinx, Chimera, etc. Symbols or icons Eye, Shade, Tree, Claw, Wings, Weapon*, Plant*, Water, Lightbeam, Sun, Moon, etc.

  • Usually, the one chosen will be a dominant item within the tribe.

Tribe Spirituality Tribe spirituality is a mix of what the tribes personality is (spiritual or indifferent), and what the tribe’s symbol/animal is. Just as tribes are made up of separate facets, so are the religions they follow. Each one is unique in the customs and rituals that they sanction. These customs can factor in to the rites of passage for promotion as well. Harvest sacrifice, (living) Animal Sacrifice, (living) Human Sacrifice, Prayer, Group Prayer, Dances, eating/drinking rituals, Holy Days, Un/Holy animals, Un/Holy Items, etc.

Most tribes within the world are created randomly, as shown in Tribe Personalities. However, there are a few special tribes, with exceptional abilities and extreme personalities.

Unique tribes: Raven Clan – This group is known for being horribly violent and murderous. The tribe wears the black feathers of the raven and masks of flesh and bone, coat themselves in blood and mud, and are believed to have superhuman powers derived from the darker forces of nature. In truth their behaviour is a combination of reckless abandon, a violent life, conditioning and training to kill, and exaggeration by rumours. The tribe is very spiritual, and believes murdering those who are not in the Raven tribe is their only purpose.

Creatures

There are many varied creatures within Nomad, from the energetic squirrels and swift rabbits, to the lumbering bears and vicious wolves.

Animals have a “reputation” with the player just as people or tribes do, except there is nothing a player can do to change his reputation with an animal type, and little he can do to change his reputation with one animal. Animal reactions range from Companion, Affectionate, Friendly, Ambivalent, Curious, Neutral, Cautious, Aggressive, Hostile, Vicious, Bloodthirsty

Only a few animals can be ambivalent or more towards the player, most notably dogs. A creature with a positive reaction to the player is more likely to hang around the player, and if he is devoted enough, even fight with the player. Dogs can be slowly convinced of a players good intention if the player drops food in front of the animal and backs away. Once the animal is friendly enough to come up to the player, the player can further reward him by feeding him or “talking” with him, with results in petting or playing.

User Interface

Overview - Subtle HUD One of the main goals of this project is to streamline the interface. Like Black and White, or similar games. The most important point is that while this method is being attempted for aesthetic graces and immersion, gameplay is still king. The goal is to communicate the necessary information to the player in ways that are easy to grasp, but can mesh with the look of the game. A fine example of this principle is in health.

The Crosshair The “crosshair” in the world is best currently shown in the title Darwinia. The crosshair is more of a cursor, centered in the middle of the screen (with some “float” for aesthetics and ease-of-viewing). The cursor exists as a slight “highlight” or glow on the landscape, about 3 inches big in the game world. If the player is looking at a distance that is far away, the cursor instead appears to be about 10 feet away, maintaining the players sense of a “center”, and preventing the cursor from being lost in distant trees; too small for the player to even see. This cursor is usually lighter than whatever polygon it rests on. The color of the cursor may change depending on if the item it is on is interactive; for example, when hovering over a NPC while in attack mode, the cursor is a red glow. While hovering over collectible resources, the cursor is a glow (color dependent on the class of resource) and the item is slightly outlined in a similar glow.

Health The health bar has been removed, and in its stead a set of other indicators has been implemented. The visual cue is: If the player is hit, the sides of the screen throb red, with the side being hit proportionately larger. This is similar to most FPS methods for showing hits and direction. As the player’s health decreases, this red throb creeps in on the corners of the screen, becoming a permanent visual cue until the player has time to treat his wounds. This can increase to about ¼ of the screen in a oval shape, creeping in from the corners (depending on how this tests). When the player is critically wounded, and could only take one or two more hits, the screen takes on a slight red tint. After damage has been treated and the player is no longer in combat, the avatar will still be visibly bandaged and bruised, has a slightly staccato walk. In the case of a fairly heavy injury, (about 50%) the sides of the screen will have a slight tint of grey. The aural cues are: As the player takes damage, the avatar will make audible sounds of discomfort, and the wounds will bleed and show on the avatar. As the player takes more damage, a heart throbbing sound begins to fade in. As soon as combat ends this sound quickly fades.

The “health points” of the player are never displayed, as they are (for the most part) irrelevant. The game plays like a blend of traditional ‘health system’ games, and the Bushido Blade ‘one hit kill’ system. While there is a certain leniency for the amount of hits and where the hits are taken on a player, this is done more for the sake of fun. A direct hit to the players head with a piercing weapon will cause serious damage, but unlike NPCs it wont be an instant kill. The odds against the player are even with the NPCs, but the player sees his odds played out hundreds of times each game session. Unlike the bushido blade system, where the game is focused on a one-on-one, fight to the death system, the player must continually fight for his life. (cut out this section, move it. Incorporate the “critical hit” theory better)

Agility (The Agility(armor) is still in development, conceptually and in display) Agility functions as a sort of recharging “armor”. As long as the avatar is still light on his toes, most attacks will be automatically dodged. However, each dodge will upset the avatars balance (and wear on his stamina). This is shown mostly in the avatar’s stance, which will lose its center of gravity, and he will visibly wobble on his feet. A “critical dodge” is when the player dodges an otherwise critical blow; this is not automatic, but rather a ‘rolled’ chance. A critical dodge will result in the player falling down, which will usually lead to a fatality anyway, unless the player is quick to roll back to his feet. Agility is based on the player’s statistics and skills in the relevant areas.


Stamina Stamina is a third measurement that impacts the overall ‘quality’ of the player’s actions. Stamina is based on the player’s statistics and skills in the relevant areas. Stamina is reduced by dodging, attacking, running, jumping, hard work, or any activity that requires significant effort. It is also reduced by a lack of sleep, food, water, carrying heavy loads, or wounds in combat (healing injuries detract from the total stamina until folly recovered). All of these conditions stack on each other to an extent; fighting while hungry and wounded is a challenge. Despite all these inputs, stamina is only an issue when it is almost gone, in which case the avatar will pant heavily (increasing up until his “Breaking point”), will visibly sweat, and his idle animations will be “tired”, “panting” and “aching”.

Stamina will detract from the quality and consistency of almost every action, but it will never prevent the player from attempting an action; the player will never be unable to attack or build a shelter because of a drained stamina. However, the causes for stamina drain may prevent actions; blood loss, starvation, over-encumbrance, etc.


Character, Health, Inventory, and Map Menus

Character Menu: When the player chooses to inspect himself, the camera circles the avatar to view him from the front, and zooms in so the avatar fills the screen (the player can then rotate the camera behind the avatar again if preferred). His statistics and ability appear on the left and right side of the avatar, and the bottom describes the player’s current condition (weakened, sick, poisoned, bleeding), location, time, age (?), defensive value... The avatar itself shows what is worn, the item’s condition, and values (warmth and defense). Above the player are two icons that link to the inventory menu or the health menu.

Health Menu: This menu is identical to the character menu, except the avatar begins to “inspect his wounds”, which are highlighted. Each wound has a descriptor of type (puncture, broken bone, bruise), severity (scrape, cut, gaping), and condition (sutured, fresh, infected). Wounds that can be treated in some way (sewn, bandaged, etc) are noted in a different highlight. If the player can treat the wound, then clicking on it will cause the camera to zoom in closer while the avatar treats it.

Inventory menu: When the player looks at his inventory, the avatar pulls off his backpack/pouch/satchel and looks inside, while the camera zooms in over his shoulder, giving the player a 1st person view into the backpack. Players can alternate between this view, Character Menu, and Health Menu.

Map: Similar to the inventory menu, the camera zooms in over the shoulder to give a 1st person view the avatar pulls out and unfolds a map. Though drawn in a simple style of lines and symbols, this map is zoom-able and pan-able, for ease of use. The top of the map is always north. The player can Quick Travel to previously explored locations by clicking the location on the map. Quick Travel is halted by any encounter, damage, or a low thirst/food/energy/sleep meter. The player exits this screen by pressing the escape key or pressing the “quit/back” options.

Enemy Conditions Enemy conditions will be shown through the visible damage on the enemy avatar (wounds, bleeding, and the stumbling animations). As enemy NPCs are fairly limited in hit points, the focus isn’t on wearing down their Hit Points to zero, it is on hitting them in the legs/limbs to disable them, or the torso and head to kill. The player will quickly be able to discern the general health of a NPC (healthy, wounded, fatal, dead) simply by the wounds and animation of the NPC.

Resource Collection

The player can enter the “collection stance” by standing idle without a weapon. If the player equips a weapon, or runs, this stance is cancelled. The player can stalk and collect at the same time.

When the player crosses an object in the world that can be collected, the crosshair will highlight (depending on the resource type) and a slight outline of the object will be visible in the same glow. If the player continues to hover over an object, the name of the object will appear in the center-bottom of the screen. Many Environmental options will be selected directly from the crafting menu (for example, if a fire is needed the player needs to be near a fire).

Tracking When the player is in the “Stalking Stance”, based on his tracking skill the player might see “tracks” of animals or humans who have gone through the area. This is displayed as a brown footprint on the landscape that fades in when the player finds the track. The print will be clearer the more skilled in tracking the player is, from large or small brown “marks” to specific footprints that identify what the creature is. Additionally, the more skilled the player is the older the tracks can be, as indicated by how faded they are. Note that if the player has not ‘found’ the track, there will be no print or indication of a track there. The player can find multiple tracks at once, as the skill is checked as long as he is looking for tracks.


Communication When a player encounters another human, the cursor turns a yellow over a unknown or neutral human, a green over friends, or red is the human is hostile. The player can announce his intentions by going into an attack pose and “talking”, which will give a hostile shout. Depending on the human AI this may cause them to attack, shout back, flank, cautiously avoid, or run. If standing and talking, the AI is more likely to give a positive reaction (unless his intentions were already hostile); he could talk back and approach, talk back and continue on his own way, or attempt an option cause by a hostile address. When two avatars begin a conversation, the camera shifts to view them both, and conversational items are listed in the middle bottom. To trade a player opens his inventory screen, which will be modified to show two bags, and the barter interface. The player has the option of trading or conversing. Conversing can lead to friendships, becoming partners, beginning families, joining tribes, or rising in status. To end the interaction, the player draws a weapon, presses the “quit/back/goodbye” options, or walks away from the other avatar. If stalking with a weapon: Does nothing If stalking with a partner: “Move to my crosshair.” If crosshair is on the partner: “stop.” If crosshair is on creature: “Slowly move in for the kill” If Held, while stalking with a partner: “Charge!” If running from combat, no crosshair target: “Retreat!” If idle, with a weapon: Threatens. If idle, no weapon: “Greetings.”

If idle, within range of a friendly human: “Lets talk.” (open barter menu) If Held, while idle, within range of a friendly human: “Join me.”


Objects Description on the importance of items, durability, trading, surviving…

Trading How trading works

Crafting How crafting works

Durability Durability and it’s effect on items, and “comfort”.

Object Functions

Resources and Components A list of basic resources in the game world that can be found or harvested, and of basic components these can be made into which can then be made into finished products. Maybe a touch on how inventory works?

Weapons List of Weapons How combat works

Clothing List of Clothing items and types How armor works (defense, warmth, weight, durability, comfort?)

Items List of Items and tools, UI tools (Map, compass?, Backpack, containers) Utility/action tools (axe, knife, fishing tools) Aide Tools (blanket, water filter, fishing hooks) Fire tools (some are aides, some are utilities) How action tools are used How aide tools automatically improve current actions or objects

Shelter List of Shelters How shelters work, heat retention, durability Importance of shelters Inside of shelters (sleep area, storage, improvements: workspace, etc)


Traps List of Traps How traps work How traps are set up How traps rely on tracking for location

Enhancements List of Enhancements How enhancements work



Musical Scores and Sound Effects Overview The sound in Nomad will be filled with all of the sounds of nature, chirping birds, animals, wind rustling leaves, babbling water… The weather will have echoes of thunder, the players feet will crunch leaves in fall and snow in winter… But the sound is also a vital gameplay element. If the player hears an animal, it’s not just background noise; it’s an actual animal that can be avoided or hunted. The tone of voice and pitch of other humans in the world communicates their attitude. Hearing water isn’t just for atmospheric affect, it’s a cue to the player that there is water nearby which might be vital to his survival.

Sound Design Sound will be elemental to gameplay, both as cues as to location (of water, animals, etc), and as to player condition. If the player is low on stamina or agility, he will begin to pant. If the player is injured, he will begin to hear the heartbeat of the avatar in his ears.

Music Music in the game is focused on primitive European influences, with some inspiration from other cultures added for quality and artistic influence. The main course will be shamanistic drum circles, or ambient music using traditional instruments. The current “Style” playlist has Kodo music, many songs from the Macross Zero soundtrack, a few shaman drum lines, and tracks from the Civilization Soundtrack. The music will be separated into “tone” and “type”, and different elements will be emphasized during different gameplay moments. If the player idles, the music might shift to the more high and lazy notes, maybe switching to a more casual and peaceful song. Of the player begins to stalk, the music lowers and focuses on a slowly building drumline, that builds up to the actual combat. Single-Player Game Scenario Example As clouds sift across the sky casting fluttering shadows through the leaves of the oaks, a hand raises up to gently press against the trunk for support. A face masked in mud peeks across a patch of weeds at a boar, rutting through a pile of rotting logs for insects to eat. The player has been in stalking mode(shift), following a set of hooved tracks that show they are fresh.

Rolling his weight forward, the hunched figure gently places one foot in front of the other, slowly rising a shaft of wood sharpened to a point above his head. The beast snorts suddenly, pulling his head from the splintering logs and swivels his ears back. For a moment both the hunter and the prey are absolutely still, melding with the shadows of swaying leaves. The player moves forward. In stalking mode, this is slow and cautious. As the player gets within range of the target, the character raises his weapon to indicate this. As the player nears his target there is a chance he will give away his position due to sound or sight (modified by gear, abilities, etc). Here the player gave away his position by sound, but as he reacted fast enough he wasn’t compromised.

As soon as the boar begins to turn, the man lurches to motion, sharply driving the spear down into the animal. The pig squeals as the tip dives through the corner of its front leg, and reels around to charge its attacker. Unable to recover quickly enough, the boar smashes hard into the hunter's leg, throwing him to the ground. As the boar circles around to charge its helpless victim, the man raises the spear at the last moment to skewer the animal through its chest. 

The animal begins to move, so the player makes a heavy attack (using more of his agility), his cursor over the animals heart at the time. Following through the attack, and given the players skill level, the attack lands in the leg, instead. The boar retaliates against the player, who is off balance due to the heavy attack he just made. The animal is also wounded, but manages to hit the player hard in the leg, which will now hinder the player’s maximum agility, maximum movement speed, and will need to be treated later on. This “trip attack” knocks out the rest of the player’s agility, knocking him to the ground. The boar is turning to attack again before the player has time to recover his agility or get out of the way, so the player instead decides to attack from the ground (a risky maneuver, as if he doesn’t succeed he will be exposed to the boar’s attack). Luckily he hits it, and coupled with his first blow it is enough to stop the pig in its tracks.

He quickly looks around to see if any others from the pack had heard the noise, but hears nothing but the distant song of sparrows. Feeling uncomfortable, he drags the heavy corpse to the nearby stream, limping from his bruised leg. He skins and cleans the boar, scraping the fat of the animal across the hide and setting it next to the sand to dry in the sun. It's just the right size to make a pair of leggings from, and thick enough to cushion any future blows. Looking up at the sun, he sees he should get moving if he wishes to get back to his shelter before nightfall.

The player hasn’t been in these lands long, so he doesn’t know what might be waiting for him around any corner. Given the weight of the boar, it is something that must be carried separately and not just thrown into the backpack. This isn’t made any easier by the hampered movement from his injury. Animal parts will be vital to the player’s survival, both from food and from crafted items. The player plans of using the hide he carved to make leggings which will effectively protect his from other attacks (not to mention keep him warm). Every time the player uses a skill, such as the spear while fighting or his skinning skill, it slowly improves. The next time the player skins and tans, he’ll waste less leather, and the final product will be higher quality (each time it’s “processed” the quality lowers: from the original animal to the leather, from the leather to the items, and possibly from cutting up other items to make new items).

Just as the sun turns crescent red on the horizon, he hauls himself and the boar meat up to a small clearing. He cuts the meat on a plate of bark pulled off a tree, and already feeling the pangs of hunger he begins to spark a fire on the kindling that he had gathered earlier. Setting a hunk of meat on a stick next to the fire to roast, he takes a short walk back to the stream with a pair of buckets he hand-carved from the trees. At the stream, he inspects the bruise on his knee, and gently wipes it down with a handful of fresh water. The stoic figure pauses for a moment by the river to look down the trickling path, squinting into the crimson shine of the dying sun filtering through the leaves.

The player could have just taken some of the boar meat which would have fit in his pack, but as he is trying to keep all of it he still must “haul” it, carrying it over his shoulder. This can attract the attention of predators who might smell it, it slows the player, and it takes time to drop it and ready a weapon if attacked (it’s assumed anything in the backpack cannot be smelled, for simplicity). The player hasn’t eaten for a long time, and the character is starting to show symptoms; occasional dips in agility, grumbling, growling stomach, etc. The player sets some meat by the fire to cook (the best he knows how due to his skills) and goes off to refill his water supply, currently held with buckets the player crafted. At the river he uses his skill to treat his injury, but due to his limited inventory is limited to simply washing the bruise. Luckily, this is enough for the injury, as it wasn’t that severe. The player takes a moment to enjoy the majestic vista, then returns to camp.

He returns just in time to scare away a small weasel that was attracted by the smell of roasted food, and settles down next to the warm blaze as the cold night winds begin to blow up from the south. He pulls out a massive bear fur from his lean-to and wraps it around himself, thinking of the battle with the boar. He casually runs his fingers across a scar on his shoulder while he hungrily wolfs down his food.

The animals in the world are always acting and reacting in the world around the player, regardless of his intervention. Wolves will hunt deer, deer will graze on grass… The player can cause changes in the ecological landscape the same as any other large predator; he can overhunt, scare away game, disrupt animal trails… but he also presents a food source to the predators in the woods around him; either the food that the player has with him, or the player himself. The player returns to find a weasel attracted to the food at his campsite which is easily scared off. It’s likely to return though, as it now counts his campsite as a possible – although dangerous – source of food. The weather has been getting colder in the world, but the player is keeping warm by keeping close to his campfire, and equipping a large heavy cloak he made from a bear earlier in his life. Although the cloak offers great warmth and armor protection, the weight of it severely restricts the player’s agility. Given this player’s combat tactics, he prefers to use it only as a source of warmth at night. Severe wounds can leave scars, or worse if not treated properly. The player still has a large scar on his shoulder from his fight with a bear, which was a severe enough injury to leave a permanent mark.

After sealing the remaining meat and burying it in the ground, he pulls up under his shelter of sticks and woven grass. Pulling the heavy bear pelt around him, he hears the soft patters of rain as it gently swells over his roof, lulling him to sleep…

Keyboard and Mouse Layout WASD: Forward, backwards, left, right. Shift: Stalking Stance. Changes WASD to Stalk-forward, Stalk-back, Stalk-left, Stalk-Right. Ctrl: Running Stance. Changes WASD to Run-forward, Run-back, Run-left, Run-Right. Shift +Ctrl: Scurry. This is a faster stalking stance, but isn’t as quiet. Useful when hiding from humans, however. Space: Jump. If moving, leap. If stalking, a short jump, (but still noisy). Q: “Talk”. If stalking with a weapon: Does nothing If stalking with a partner: “Move to my crosshair.” If partner is already moving from a “Move to my crosshair” order: “Stop.” If crosshair is on the partner: “Stop.” If crosshair is on creature: “Slowly move in for the kill” If Held, while stalking with a partner: “Charge!” If running from combat, no crosshair target: “Retreat!” If idle, with a weapon: Threatens. If idle, no weapon: “Greetings.”

If idle, within range of a friendly human: “Lets talk.” (open barter menu) If Held, while idle, within range of a friendly human: “Join me.” E: interact. Gather resources, enter shelters, drink from a water source, re-set a trap, etc. 1-5: Quick Keys for belt items (weapons, water skins, traps, fishing line, etc). F1: Inventory menu F2: Character menu F3: Health menu F4: Map Menu F5: Quick-Save F8: Quick-Load Mouse X-Y axis: Move the camera around the avatar. Left click: use equipped item. Attack with a weapon, chop/cut with an axe/knife, set a trap, place firewood, throw a net/fishing line, light a torch, etc. Right click: Alternate action. Alternate attack (swipe with a spear or knife, overhand swing with an axe or club), drag a net, pull in a fishing line, etc. Scroll Wheel: Zoom in or out.

Player Health

Conditions and Ailments There are various conditions the player might find himself under the influence of, each with specific effects. Also, various injuries can have different effects on the player.

Overheated Frozen Frostbite


Poisoned Infected Diseased

    • (Various diseases, various effects)**

Bruised Bleeding Broken

Player Improvement


Story As mentioned in Objectives, there is no set story; the player fulfills the needs the game requires, and can explore his own story within the game. We are providing a framework for the player’s story to unfold. There will be certain elements within the game that the player can build a story upon. Perhaps the player’s story will be how he took control of a tribe, armed them, and through sheer force scattered the Raven Tribe to the far corners of the world. Or perhaps, the player’s story is how he and his partner survived a bitter winter in the frozen north, climaxing with a vicious and near-fatal encounter with the White Wolf. Or the story could be a dour tale of the player’s actions, raiding peaceful civilizations for food and supplies and leaving chaos and fire in his wake.

Hours of Gameplay There is no set mission structure, so gauging hours of gameplay is impossible. I do hope to have a player be able to experience at least a full year, and foster a large enough environment where 70+ hours is an option.

Saving and Loading Saving is autosave (based on time increments which can be adjusted), quicksave, and slotsave. There is no limitation on save amounts. This game is fairly challenging, where players can die easily, and may want to experiment and explore risky options that –restricted to only one save- would not be considered due to risk. On death the player is given a choice to reload the last save game, return to the save game menu, or quit to the main menu.

Customization The game menu offers a wide variety of customization, from standard sound and video options, to what HUD elements the player wishes to have displayed. On the gameplay side, the customization of the experience is mostly left to the player and how he chooses to progress and interact with the world. The beginning is adjusted with a set of sliders in character creation. All files are open, so a player can delete or replace music, or download modifications that change the textures of items, or even add new items.

Victory Conditions There are no preset victory conditions; victory is all in what the player seeks to accomplish. The player might want to become a full time trapper, max his statistics and skills, rise to the top rank of a tribe, eliminate all other humans in the area… it’s up to the player. The only real lose condition is death, at which point the player must reload a previous save or quit.


Multiplayer Game

Overview This is heavily dependent on how difficult it will be to transmit the sheer amount of data to multiple players. If possible, the best multiplayer would be a co-op style in which multiple players can experience the core game, together. Max Players 2-32. 2-5 player game is more of a hunting party style, 5-32 is more of a tribal style

Servers Client Server, one person can host many players, or there can be a dedicated server, but there must be one “terminal”. There is also peer to peer play, which is “hosted” on one player’s machine. Customization Players can determine between PvP rules, co-op focus, and utilize an extended version of the Role Sliders to adjust how the players will enter the world, and where. All customization options for character in the single-player game are available for multiplayer games.

Internet Players select “multiplayer” from the main menu. From there they choose Host, LAN, or Server. Host allows them to begin a game which will be listed on the Server List. LAN joins a game on networked computers, Server opens the Server List of dedicated servers and hosted servers. The player can then join a game (if not passworded, locked, or full).

Gaming Sites Describe what gaming sites you want to support and what technology you intend to use to achieve this. Perhaps Dplay or TCP/IP or whatever. It is probably a good idea to break the tech stuff out into a separate area, you decide.

Persistence Worlds are only persistent as long as the server is hosted. A dedicated server can be persistent without players, but otherwise players must begin anew with every game. Hosted servers can choose to “save” the game when the last player quits, which effectively pauses the gameworld until the host begins the game again.

Saving and Loading Saving can be done when the player quits in a shelter, and his information will be saved to the server. This information is saved as long as the server is hosting that world. When the player joins a game he can create a new character or load his existing save file, respawning in the shelter he saved at, or if it has been destroyed, at a nearby tribe.


World Editing

Overview There is no current intention on releasing a world editor on release, dependent on how difficult it is to make malleable or random terrain. That being said, we have every intention of fostering a strong mod community, providing the files and tools they need. The core gameplay can lend itself to many excellent genres and “themes” of games, and providing a strong backbone may inspire others to finally bring their idea to light (and of course, prolonging the life of our game and increasing its appeal).


Extra Miscellaneous Stuff

Concepts  One “Talk” button communication, dependent on stance and context. “Talk” while in attack mode is a hostile/negative shout to anyone in the area, “talk” while in neutral mode is a passive/positive comment to anyone in the area. After establishing a conversation, equipping a weapon then talking in neutral mode asks to hunt. Talking while looking in inventory asks to trade. Talking while walking away is a ‘goodbye’.  All character voices are in “Simlish”. That is, a made-up language. Their language will sound primitive, simple, and slightly Germanic/west European. Reactions, body language, pitch, and tone will communicate whatever needs to be said.  Players can have a family, raise children, and even found their own tribe in this fashion.  Players age. Upon death they can inhabit a devoted partner, or if they had a family inhabit their child. This generational gameplay could be tons of fun, but would have to be implemented for all tribes, and would have to be balanced to prevent extinction/overpopulation, and would have to be tested for actual entertainment. This could ruin the Nomadic experience, and would add economic/sociological complications to the tribe AI. Also, how will female players deal with pregnancy?  Difficulty: Maybe I should add in the “simple” UI options, and have them default on for easy difficulty. Of course, I will offer them as toggled options in the menu in case more serious players wish to have them. The toggle-able UI options are: Compass, health doll, agility/stamina bar, food/water bar.  Random terrain. The landscape needs to be randomized in some way, or else players will begin to find traditional hunting grounds, the usual camping spots… and as they play the same map the world will lose that exploration appeal. Of course, the big limit on this is how the AI and pathing technology will be able to handle random or malleable terrain.

Issues to Be Resolved

• What is: sound API, the difference between in-game UI and the wrapper or shell.\ • TRACKING!!!! How the hell am I going to make tracking work… How will hints be communicated? • Need to make a spreadsheet of the weapons, shelters, and traps. Doing this will help illustrate strengths and weaknesses, and aid in preliminary gameplay balancing • How to handle the less-than-kosher issues: o Does the player Defecate? No o Can they have sex? Yes o How is sex communicated or shown? In a hut, not shown. o How violent will human conflict be? Violent. Death and possibly dismemberment. No cannibalism.  o Will alcohol show up in the setting? Maybe yes o Will the setting be less convincing or fun without it? No. o What about drugs? Maybe no... Shaman? Hallucinogens? o What about gambling? Maybe no. it’d just be a minigame. o How will I address female players and pregnancy? o How will I address sexism in primitive societies? Female players can achieve anything male players can. If they become tribal leaders, than that tribe becomes a matriarchal society. o How will I deal with issues of homosexuality? Still not sure. Sex is only for breeding purposes, men or women can be hunting partners and sleep in the same shelter (if big enough). o Will I be sued by PETA? Yes. No doubt. • Multiplayer, co-op, etc. conceptualize, refine, repeat • If using highlights (for wounds, tracks, gatherable resources), what will they look like visually? Colors? Readability? Visibility? • How simplified can the HUD be, while still communicating the information to the player? The goal is for aesthetic grace and immersion, but not at the cost of confusion, obtrusive, or counterintuitive design. • How will trivial resources work? Branches, rocks, basic stuff. • How will shelters react to the landscape? Hills, fallen trees, flat land, support on trunks… • How will traps react to the landscape? Hills, fallen trees, flat land, support on trunks… • Look into how to make scale small (ease of gameplay) while still appearing large. Just because a player can hike a mountain in a day doesn’t mean the mountain should look like it can be hiked in a day. • How can I balance moddability with complex AI and pathfinding? Is it possible? • TIME scale balancing (Assuming a season is 2 months) IF a day is 4 hours, then a week is 28 hours, a month is 112, and a season is 224, and a year is 898. IF a day is 3 hours, then a week is 21 hours, a month is 84, and a season is 168, and a year is 672. IF a day is 2 hours, then a week is 14 hours, a month is 56, and a season is 112, and a year is 448. IF a day is 1 hour, then a week is 7 hours, a month is 28, and a season is 56, and a year is 224. TOO LONG: Maybe make the seasons one month long. Objectives is to have a player experience AT LEAST one full year, but more than that is considered “extra”. A season should be 2-3 committed real-days, about.

Additional Notes, Considerations • Fringe fur on leather outfits is functional; it redirects rain away from the body. • When prey looks up, stop, when it looks away, move forward. • Teamwork is vital, flanking, herding/corralling prey.


Objects Appendix Include this. List all of the objects you can think you will need, grouped by type.

Tools and constructions for Survival

Quality Modifiers: Minimal, poor, medium, good, excellent Time Modifiers: Quick, short, medium, long, extensive

  • Items may be readily available, non-issue

?Items are being considered; may not be setting-appropriate, or trivial. A. HOUSING a. Name i. Make ii. Resources. Build time, durability, heat. b. Caves i. Simply find a cave. These can be reinforced with a rock wall for heat retention. Make sure the cave is stable and isn’t currently occupied. ii. Cave*. Minimal to no build time, excellent durability, poor to excellent heat retention (depending on the cave) c. Scout pit i. A hip deep, body length hole is dug. Support logs are crossed the top, leaving a small entrance hole. Leaves, dirt, plants, and more leave are placed on top of the log. This is a good hiding place. Only room for sleeping. ii. Dirt*, leaves*, logs. Medium build time (short with shovel), good durability, poor heat retention. d. Lean-to i. One large branch for support reaching from ground to the side of a tree, small sticks for the ‘roof’ lean against the main branch, thickets for shingles. ii. Sticks*, leaves*, large branch/fallen tree*. Quick build time, poor durability, medium heat retention. e. Debris hut i. Use sticks to prop up against each other, then debris and leaves on top of that for insulation, followed by a few more sticks to hold the leaves. These can be quite large, holding 2-3 people. ii. Many sticks*, Many leaves*, many large branches, or a few large branches and a fallen tree*. short build time, medium durability, medium heat retention(smaller). f. Thatch Hut i. Build a frame of flexible saplings, tie bunches of grass and thatch to each rung of the frame. ii. Saplings, many grass/thatch swaths*. medium build time (the grass swatches), poor durability, medium heat retention. g. Wigwam i. Build a frame of saplings like the thatch hut, but use birch bark for the structure, which is poor for heat retention but more water repellant and more structural. Sew the birch on to the sapling, reinforce the outside to keep the birch from peeling off. ii. Many saplings, many strips of birch bark, cords, thread. long build time, excellent durability, medium heat retention (larger). h. Yurt i. Build a frame of branches, driving stakes in 4 ends for support, build a frame for a roof, set and bind all the pieces. Cover in reed mats, or thick grass thatches. ii. Many branches, many cords, many reeds/thatches*. Extensive build time, good durability, good heat retention (larger). i. Mud Hut i. The finest survival living, drive in posts to establish uprights for the roof and framework for the walls, is a raising direction, in 2 parallel lines. Lash a strong beam between the two tall ends of the poles. Jam many long beams into the lower end and across the high end, forming the roof, lashed together. Fill in the walls with rocks or logs. Mortar them in place with thick mud, mixed with grass. Pound in a second wall of uprights to hold the wall in place. Coat the walls in the mud. Pack the roof with leaves, grass, and a thick layer of mud for insulation. Leave a section in the wall for an entrance. ii. Many branches, Many logs, Many rocks, Many cords, Many reed/thatches*, Mud*. Extensive build time, Excellent durability, Excellent heat retention (larger). j. Snow Coffin i. In a fairly thick snowdrift, the player digs a U trench just the size of the body. Place sticks and boughs over the top, cover in snow. This is a faster version of the snow shelter, but requires some wood and only has room for sleeping. ii. Snow*, few sticks*. Short build time (quick with shovel), medium durability, minimal heat retention k. Snow Shelter i. Pile or find a mass of snow, dig a hole into it. ii. Snow*, digging. long build time (medium with shovel) +1 timeframe if player has to pile the snow, minimal durability, poor heat retention. l. Igloo i. Cut blocks of snow from frozen fields, stack in a rotating pattern around you, place a keystone piece, cut an entrance. ii. Snow*, large cutting tool. Long build time, good durability, medium heat retention. m. Snow House i. This is a network of 2-3 igloos, connected by “halls” cut from the snow, just like the igloo walls. While less durable in the hall sections and slightly less heat retention from the additional space, this allows for much more area inside the shelter. ii. Lots of snow*, large cutting tool. Extensive build time, medium durability, medium heat retention.

B. HOUSE ENHANCEMENTS a. Thatch floor b. Firepit i. Allows indoor cooking, heat source within shelter c. Chimney i. Keeps smoke from firepit outside d. Heated rocks i. Extra heat while sleeping e. Wood/hide Door i. More heat retension f. Outer Door g. Bedding pile i. More comfort from bed, more heat retension h. Frame Bed (lifted) i. More comfort from bed i. Table j. Workbench k. Backrests l. Chairs m.

C. WEAPONS a. Knife b. Axe/Hatchet c. Club d. Staff e. Machete f. Sword? g. Spear h. Javelin i. Darts/atlatl j. Rocks? k. Bow l. Arrows m. Sling n. Staff Sling o. Slingshot p. Hands q. Cestus? (brass knuckles) r. Defensive Items? i. Shields 1. Buckler 2. Kite 3. Tower ii. Parrying stick/scabbard

D. FIRES a. Name i. Build. Build time, maintenance/resupply, burn time. Heat. b. Pile i. No system of placement. Fast build time, high maintenance, short burn time. Poor heat. c. Log Cabin i. Stack kindling on top of each other around tinder. Average build time, average maintenance, average burn time. Low heat. d. Lean-to i. A piece of kindling is driven into the ground at an angle, tinder underneath. Kindling is set against the standing piece. Quick build time, average maintenance, average burn time. e. Tipi i. Kindling is propped around a pile of kindling. Average build time, average maintenance, average burn time. Good heat. f. Keyhole i. A standard fire, with a scrape-off area for cooking coals. g. Slit Bonfire (rakovalkea) i. Four posts hold in long timber with tinder and kindling between the layers. Long build time, easy maintenance, LONG burn time. Excellent heat.

E. TRAPS a. Name i. Build ii. Function iii. Intended game iv. Improvements b. Cage Trap i. A cage is built and bait is placed at the far end, with a tripwire or other device closes the door once an animal is inside. ii. When the game enters from the open end and sets off the tripwire near the bait, the door closes behind the animal. iii. Small passive game is best, medium and violent game are more likely to destroy the trap to escape. iv. Larger cages, more secure bindings. c. Water Cage Trap i. A 3 walled room is built in the water. ii. Water-life is caught by the current and has difficulty exiting the way they came in. iii. Fish, turtles, etc. are trapped in the cage, but it isn’t very secure. If the player is standing nearby, this makes spear fishing or hand fishing much easier. iv. The gate can be closed off with more sporadic stakes making entry more unlikely, but escape much more unlikely. Double wall is harder to construct, but doesn’t impede entrance while impeding escape. d. Twitch-up Snare i. A thin wire or cord is looped and knotted, and then the loop is placed at head-level on animal trails. The other end is tied to a bent down sapling, which is then attached to a thin trip hook staked in the round. These can be set to grab game following paths, or baited. ii. The game gets caught in the loop, and as it struggles against it, the snare is pulled out of the trip hook, the sapling tree shoots up, flinging the game in the air. iii. Small game, light enough to be pulled off the ground. iv. More sensitive trips, Baited snares, stronger twitch-ups. e. Bucket trap i. A bucket or pitcher is placed, usually filled with water. A ramp into the bucket is baited. ii. Animals attempt to get to the bait but slip into the bucket and cannot climb back out. If filled with water, game will tire and drown. iii. Small game. Medium or large game will eat the bait without triggering the trap. iv. Smoother ramp, deeper bucket. f. Baited Hole i. Drive 4 sharpened sticks into the pit, through the edges. Lay a noose across them attached to a peg outside the pit. ii. Animals spasming upon capture will impale themselves on the surrounding spikes. iii. Small game. Best for small scavengers. g. Squirrel Pole i. A long pole is placed against a tree in an area showing a lot of squirrel activity. Place several wire nooses along the top and sides of the pole so that a squirrel trying to go up or down the pole will have to pass through one or more of them. Position the nooses (5 to 6 centimeters in diameter) about 2.5 centimeters off the pole. Place the top and bottom wire nooses 45 centimeters from the top and bottom of the pole to prevent the squirrel from getting its feet on a solid surface. ii. Squirrels are naturally curious. After an initial period of caution, they will try to go up or down the pole and will get caught in a noose. The struggling animal will soon fall from the pole and strangle. Other squirrels will soon follow and, in this way, you can catch several squirrels. iii. Small game. Specifically, squirrels and tree animals. iv. Multiple Poles, baited poles. h. Bow trap i. A bow is propped between two pegs driven into the ground, an arrow is placed, the string is drawn. A hook is looped around a toggle stick and drawn across a path, then hooked on a trip hook. ii. An animal crossing the path trips the cord, which releases the bowstring, which launches the projectile where the animal crosses the path. iii. Medium to large game. Small game are too light to set off the tight trap or too small to be hit, medium and large game are easy target for the point blank bowshot which will wound and leave a trail of blood if not cause unconsciousness/death at the scene. iv. Barbed arrow, long bow, tethered arrow(reduces strength and accuracy, but binds the animal to the location/is ripped out causing massive wounds). i. Pig Spear i. A stout pole about 2.5 meters long; At the smaller end, firmly lash several small stakes. Lash the large end tightly to a tree along the game trail. Tie a length of cordage to another tree across the trail. Tie a sturdy, smooth stick to the other end of the cord. From the first tree, tie a trip wire or cord low to the ground, stretch it across the trail, and tie it to a catch stick. Make a slip ring from vines or other suitable material. Encircle the trip wire and the smooth stick with the slip ring. Emplace one end of another smooth stick within the slip ring and its other end against the second tree. Pull the smaller end of the spear shaft across the trail and position it between the short cord and the smooth stick. ii. As the game trips the trip wire, the catch stick pulls the slip ring off the smooth sticks, releasing the spear shaft that springs across the trail and impales the prey against the tree. iii. Medium to large game. Spears cause massive gaping wounds and can pin the creature within the trap. iv. More tensile branch for more spear pressure. Multiple spears, hollow/barbed spears. j. Pit Fall i. A hole, one or many large spike on the bottom. The top is covered with wicker, dirt, leaves. ii. Game walks on top of the trap, and the false floor breaks. Game falls into the hole, impaling on the spike on the bottom. iii. Medium to large game, more effective on larger game. Medium game don’t fall as hard into the trap, small game do not break through the false floor. iv. Thinner false floor, more convincing false floor, more spikes, hollow/barbed spikes. k. Deadfall i. One rock or one log, propped up by one stick. ii. If an animal brushes against the support stick, the log could fall. Low sensitivity. This can be used as an “active” trap, where the player must wait at a distance with attached string, when game enters the trap, player pulls the line, the rock or log falls pinning or killing the animal. iii. Small or medium game. Slightly higher passive success for determined medium game. iv. Heavier log deadfall, weighted deadfall, Spear deadfall. l. Figure 4 deadfall i. One rock or one log, propped up by 3 sticks, one vertical, one diagonal off the stone/v-stick prop, one pressured between a notch in the v-stick and the diagonal end (looks like a 4). End of the horizontal stick is baited. ii. Passive: When the bait is chewed on, the h-stick pops out of the v-stick notch, which causes the diagonal stick to fall out, which causes the v-stick to fall out, collapsing the rock. Very sensitive trap. iii. Best for small game, possibly will trap medium game.

F. CLOTHING PIECES a. Head i. Head wrap/balaclava ii. Scarf iii. Cap iv. Coif v. Ushanka (fur cap with earflaps) vi. Shade hat b. Back and Shoulders i. Shoulder drape ii. Cape iii. Cloak iv. Overcoat c. Torso i. Torso wrap ii. Vest iii. Tunic iv. Shirt v. Long shirt vi. Jerkin (sleeveless jacket) vii. jacket viii. Robe/toga ix. Apron d. Hands and Arms i. Hand Wraps ii. Arm wraps iii. Mittens iv. Fingered Gloves e. Legs i. Waist wrap (Sash) ii. Loin cloth (fundoshi) iii. Leg wraps/gaiters iv. Kilt/sarong v. Leggings vi. Trousers vii. Pants viii. Overalls ix. Sarong f. Feet i. Sandals ii. Foot wraps iii. Wood wrap, or straw stuffed foot wrap iv. Soft sole Moccasin v. Hard sole moccasin vi. Short boot vii. Long boot (buskin)

G. CLOTHING MATERIALS a. Fur b. Hide/leather c. Nettle, leaves, grass d. Cloth? e. Metal? f. Wool? g. Wood? h. Bone?

H. TOOLS a. Knife b. Axe/Hatchet c. Saw d. Hammer e. Nails? f. Bone or ivory sewing needles g. Blanket h. Water filter i. Map j. Fire starting tools i. Firebow (and spindle) ii. Flint stones iii. Tinder bundles iv. Char cloth (“cooked” cloth, holds a spark and lights tinder very well.) v. Featherstick (stick with sliced curls, lights easily) vi. Ice lens? k. Torch l. Nets (land hunting)? m. Fishing tools i. Pole ii. Fishing line iii. Fishing hook iv. Lures v. Nets vi. Fishing spears vii. Fishing bows n. Containers i. Canteens ii. Backpacks iii. Pouches iv. Ceramic bowls, pitchers, cups, plates, vases, cauldrons o. Medical supplies i. Bandages ii. Splints iii. Wraps iv. Cold compress v. Crutches vi. Plant salves? (burn, bruise, wound, infection) vii. Fine blades? viii. Tweezers? p. Lantern? q. Compass?

I. PIECES AND COMPONENTS a. Elements i. Water ii. Fire iii. Dirt* iv. Sand* v. Mud* b. Cords i. Sinew line ii. Thread iii. Rope/cords c. Clothing pieces i. Fur sheets ii. Hide sheets iii. Nettle, grass, leaves iv. Cloth swath d. Plants i. Brush* (small branches of needles, etc.) ii. Leaves* 1. Aloe (burn, itch) 2. Antiseptic 3. Anesthetic 4. Antidote (snake, mushroom) iii. Large leaf iv. Green bark v. Hard bark e. Wood Pieces i. Twig* ii. Small Stick iii. Large Stick iv. Log f. Pebbles* g. Rocks

J. ENHANCEMENTS a. Reinforced stitching b. Framed backpack c. Weapon enhancements i. Sharpening stones ii. Stone/metal tipped spears, javelins iii. Straightened arrows iv. Bigger bows v. Longer knives vi. Heavier or Longer axes vii. Hilts on bladed weapons viii. Hilts on spears

“Skills and Abilities Appendix”

ABILITIES A. Body a. Brute strength b. Constitution/endurance c. Warmth? B. Agility a. Speed? b. Manual Dexterity? c. Dodging ability C. Intelligence a. Instinctual? b. Advanced techniques? D. Senses? a. Sight b. Hearing c. Smell E. Personality?

SKILLS A. Combat a. Weapons i. Knives, Daggers and Swords ii. Clubs, Axes and Hammers iii. Spears iv. Bows and slings v. Thrown vi. Unarmed b. Defense i. Dodging? ii. Shield? B. Crafting a. Cutting (large or small) b. Binding c. Shelters (large craft) d. Traps (large craft) e. Weapons (medium craft) f. Tools (medium-small craft) g. Woodworking/hidestyling (decorative) h. Fire (small craft) i. Bronze/Iron-working? C. Traveling a. Climbing b. Swimming c. Pathfinding D. Medical a. Treatment and bandaging b. Foraging and Plant knowledge E. Agriculture F. Tracking G. Fishing H. Hideworking I. Cooking J. Weather Knowledge K. Leadership? a. Partner hunting? b. Tribal? L. Animal Empathy? M. Spiritual?


User Interface Appendix

Include this. This will be all of the game wrapper screens. Describe each in a few sentences.

Character Rendering and Animation Appendix

Include this. List all of your characters here, and the animations they will need.

Research Appendix

This is a list of sites, topics, and wikipedia articles that will be useful in filling in the above information. Coming later, I will add in the book information for the survival guides I used.

Image Appendix


Leather Clothing

This is an example of some of the clothing that can be made. The far right is the basic “nude” model, where the character has no equipment and is left with just a loin cloth. Next to it is a character with a leather vest, leather pants, and leather shoes with thick hide soles. Next to that is a character with an additional leather shirt over the leather vest. Next to that is the addition of a leather cloak. All of these show the “high-quality” capable of the leatherworking skill, as low-skill attempts will be much rougher and less intricate.

Fishing HUD Example

An example “in-game” shot, with the player pulling in a fishing line.