Difference between revisions of "THE GAME WORLD"

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Map
+
'''The Physical World'''
  
Overview
+
'''Overview'''
  
Key Locations
+
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.
  
Travel
+
'''Key Locations'''
  
Scale
+
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.
  
Objects
+
'''Travel'''
  
Weather
+
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.
  
Day and Night
+
'''Scale'''
  
Seasons
+
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.
  
Time
+
'''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.

Revision as of 21:39, 21 October 2008

The Physical World

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.