I tell something about game what is now and what it will be.
Gameplay: Player can move with WASD or holding right mouse click. There is no active skills, just click enemy and go near it and look what happens. Single left click and drag to handle items. Double left click to interact with doors, chest or NPCs. Max player level is 60. There is minimap and bigger map. There is shops and bank.
Equipment slots: Head, chest, legs, feet, hands, shield, weapon, pickaxe and smith hammer. There is 5 weapon types: Sword, dagger, axe, mace and polearm. Some weapons could be two handed and then player cant equip shield same time. 11 different skills: Sword, dagger, axe, mace, polearm, defense, blocking, healing, survival, mining and blacksmithing. Stats strength give damage, dexterity hit chance and constitution health.
Combat: Click enemy and wait it die, if you have low health you can drink health potions. When enemy dies, it could drop loot. Item level and enemy level affect what could drop. There are several possibilites.
There is no loot
There is common drop
There is gold pile (Gold is used in shops)
There is potion
There is dynamic equipment
There is normal equipment
There is unique or set equipment
There is blueprint
Not sure do i need common drops, there is none yet.
Now there is only health potions with different sizes, but i will make more different potions which could boost player.
Dynamic equipment, game has now 20 weapons and 18 armor items which are made when loot drop. Dynamic items have simple stats and metal type will boost them.
Here is drop chances for metal materials.
Level 10–19:
Copper: 100%
Level 20–29:
Copper: 20%, Iron: 80%
Level 30–39:
Copper: ~9.09%, Iron: ~36.36%, Gold: ~54.55%
Level 40–49:
Iron: ~9.09%, Gold: ~36.36%, Titanium: ~54.55%
Level 50–59:
Gold: ~5.26%, Titanium: ~21.05%, Darksteel: ~73.68%
Level 60+:
Titanium: ~22.22%, Darksteel: ~66.67%, Adamantium: ~11.11%
Axe made from different metals.
Normal equipment is equipment which has manually set stats. It is similar to unique items, but i made uniques more powerful and more rare. Set items could be any item what has "set" stat. Full set sizes will be 2-6 items. Equipping more items from same set simultaneous will give bonus stats.
Blueprint is item what player can learn with right clicking it. Almost every equipment will have blueprint, uniques and set items too.
On loot drops only one equipment can drop. But in addition there could be common item, gold, potion and blueprint too.
Crafting: Equipping pickaxe player can double click mountain tile and mine ore. Player can mine 1-3 times from mountain tile. And when starting to mine, there will be invisible small area around that mountain tile and inside that tile player cant mine any other mountain tiles until 10 minutes cooldown is gone. Smelter is usually near forge, there is no skill for smelting. In smelting panel player can choose what to smelt and see what it needs, for now it need different amounts of ore and coal. Double click forge open crafting panel. There is learned blueprints, player can click item and see what materials need to make it and see item base stats. Blacksmithing skill affect final product. Low level smith make poor items, level 0 blacksmith make 20-60% quality items. Normal is 100% and enemy loot drops are always 100%. Level 100 blacksmith can do quality 150%.
Skills: Player progress in skills randomly when using skill. Level 0 skill have 100% change to get progress and it lowering when skill raise. When wearing dagger in fight give dagger skill progress. Getting hit by enemy give defense progress. When player have health less than 50%, then healing skill get progress every second. Standing near enemy give survival progress every second. Mining and blacksmithing progress from every mined ore or used ingot. Mining 5 ore at time give 5x more progress than mining 1 ore.
Some skill passives.
Quests: There will me main quest, side quests and simple random quests. Following main quest will open more world map to conquer. Side quests could be anything: kill enemies, give item to someone, go some area, talk to someone. Side quests could be repeatable too. Random quests are just kill quest or find specific loot from enemies and bring to quest giver. Random quests have cooldown, when player accept or cancel or abort random quest, there is 10 minute cooldown before can take new random quest.
Talking to NPCs could show rumor panel. That text is never trash, it could help or give player tips to find treasures. In world is hidden treasures. They act like chests but could look anything, like tree trunk or stone.
World: World have three main places. First is tutorial island, where player can fight with easy enemies and do some quests. There is main quest to get away from island. Then player go to about 13x bigger island. Doing more main quest player can travel about 8x bigger mainland.
In world have different biomes and towns and caves. There are invisible enemy spawn areas. When player enter that area, then enemies spawn. Different enemies and different spawn timers.
Fully visible tutorial island and little visible bigger island.
Endgame: When player reach level 60, then all spawn areas change and start spawning only high level enemies, that way you can travel whole world again. On level 60 player get special repeatable quest and all enemies have change to drop endgame token quest item. Collecting enough tokens will complete quest and spawn boss some specific place. After boss is killed player get that quest again. On level 60 there will be random bosses in random locations too.
All these things are in game and working. But I might change them.
TODO:
More items
More quests
Enemy and item and UI graphics
Balancing enemies and items
Simple music
Demo, player could adventure in modified tutorial island
I want make first two islands ready, then maybe early access. Then trying to get mainland ready.
WELL I'M SO FUCKING LAZY, CHAPTER 1 IS READY, THE REST IS FUCKING, BUT
FOLLOW ME IN TG CHANNEL:
https://t.me/developereva1830