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Wrote this a year or two ago. Had some interesting ideas in it. You wont read all of it.

VoicekrackVoicekrack Member UncommonPosts: 23

Project Natura

The world of Natura is filled with massive landscapes, full of adventure, full of mystery, full of activities to do, full of positions to achieve. Creatures and races are in abundance.

The things you do are up to you. There is no set goal. Just for you to be free, and set your destiny.

How adventure works:  It will be a challenge. There will be no mini maps or large maps to pull up. Players instead, will make their own maps. The maps are made by a player who buys papers, scrolls, animal skin, wood, metal... something they can draw or carve unto. From there they will explore and draw their maps. Maps of roads, mountain ranges, towns, cities, villages, forests, deserts, jungles, tundra, plains, rivers, lakes, castles, and interiors of places. The maps will serve as items in their bag, and it will be able to be sold to other players or traded for other maps. There will be no quest markers, only directions from notes, or quest givers. The player will be responsible for remembering or writing the information down on a in game journal.

The adventures will be filled with mystery after mystery, puzzles, riddles, powerful beasts, thugs/bandits, friendly encounters and much more. To help adventure there will be mounts, caravans, boats, climbing abilities, falling abilities, etc... players will have a set of adventurer skills that they can obtain, athletics, climbing, swinging, map drawing, mount riding, engineering, building, repairing, and much more. These skills for adventuring can be learned from experience, from books, and from NPCS. Some things can be taught to the player by other players but not all to keep players from missing out on adventure. A player can be self thought if they choose. Abilities to do things wont be a simple click or press mechanic, there will be more to do. Other factors to it. Parts for certain skills like engineering can be obtained through building, and through player between player.

Players can become merchants and open their shops where they choose to go. Sometimes guards can stop you from selling in a certain place, or bandits can rob you if you are in a bad place to open a little merchants area. The thing about this game is that the player does not have to be the hero of the game, if the player wishes to just adventure and become a merchant or engineer or any sort of nonviolent specialist they can.

Survival will be a major factor to adventures. Players will need to sleep, learn how to make fire ( Some players can have an advantage in survival depending on the things they learn, like casting fire, working with tools to make fire etc..), there will be hot and cold factors that some races can have resistance to or weakness to. Players will have to eat and drink. Sleep will be essential for characters, and will is good for keeping players from playing 24/7. The sleep will last up to 3 hours. Players can set up for sleeping bags, or just sleep without it. Parties can set up camps and big parties or guild can hold feasts. Players can kill animals in the surrounding area to cook, or catch fish, or pick plants.

Players can learn how to make potions with different ingredients by experimenting or learning by buying recipes. Their skill in it will decide the outcome of how strong the potion is and if it can even be created. To create camps players will need items with them that will come together to make the tents, wood to hold them down, wood to start fire... etc..

climates can effect a players health. Players can get sick and so can their mount. Weather can effect boats/ships. Some races are able to fight off the heat, or cold. Mogrul are extremely resistant to heated weather because they originate from the desert. Migoi are resistant to cold and can see in the dark. Migoi Yentis are more of a forest race and have a mix of resistance to cold and heat but not as much as Mogruls or Migoi. Belenoi are agricultural humans who are used to heat and cold winters, who also have a mix of resistance but not as much as Mogrul and Migoi. Galatians are empire based humans who have strong cities and are not used to colds and heat making them weaker to them. Sizari are creatures of high mountains. They are used to colds and build up resistance. Mintorians are barbaric tribes people of the jungles. They are used to wetness and heat with resistance. Kervari the dragon people of the skies, used to heat. Have resistance to it. Phesfius the creatures of the underground, are weak to heat and cold.

There are clothes to wear for all these weaknesses and resistances. There are fires to be made if cold, or certain clothes to be worn if hot. Clothes can be taken off too.  Things like jumping in water can cool a person off, jumping in hot water can decrease the coldness. So there will be hot and cold factors. There will be diseases and sicknesses in the game, players will be able to find cures and medicine, some ingredients will be dangerous to obtain, and players are responsible for writing down into their journal the ingredients and where to get them. There will be bags in the game that show on the players back, there will be different types, and different material to make them. There is a disease in the game that causes the player to become The Cursed, a disease that causes the player to be a form of undead where their skin becomes filled with white  veins with necromancy marks all over them, their skin turns literal white. Their hair or fur or feathers will turn dirty white. This curse will cause the player to not be accepted in many places of the world. The cure to this is a struggle to find but its possible.

Death in the game is going to be rewind type deal. Nobody should be immortal. So death will not be a load game but will set you back to a certain time before your death. So no recall type things or portals. 

The game has many things to join. There are Rebels of Kynora which are led by the alliance of Belenoi and Galatians to kill off the corrupted leaders of Galatia. There are Pynoforus Mages which is also called Pynoforus College, which is named after the great mage Pynoforus who was a great mage scholar and teacher. Players can learn magic there, at a price. There are libraries in the game that can tell players stories of adventures and give hints of locations of treasures and for them to seek their own adventures. There are Castorioon Hunters, who base their skills in hunting creatures of the wild, sometimes rare creatures with strong ability to defend itself.  There are Belorian Merchants  who are skilled in selling and buying. There are Gladiators of Sonoa who focus on the arenas in the world. The arena gladiators are placed into different groups. Not just Sonoa, but Sonoa is the most famous for their powerful gladiators, only trully skilled players can join them. Defenders of Kostius are the people who fight the Rebels of Kynora. Merostian Scholars is for players who seek knowledge of the lore, players who seek to find books, scrolls, and more out in adventures to study and learn. Pirates of Klenia are pirates of the great lakes, who hunt treasures and creatures. Bounty Hunters of the Pines are.. bounty hunters. Bastius Dragon Killers, hunt dragons. Koris Crafters for players who wish to learn to craft. With much more things for players to join, these are just the most famous ones. Players can run into merchants roaming the lands and rivers. Sometimes selling illegal things or things that you cannot get somewhere else.

When it comes to territory, areas have their own laws, some take your weapon away, some let you keep it. Players can get in trouble in the game and be arrested or fight their way out. Good luck fighting Mogrul guards. They are known for squishing heads with bare hands. Adventures wont be simple and it is made to be thought provoking and challenging. Not to be simple. Because people are getting tired of simple. More to add, the land will be expanded. Things will not be close to each other. Forests will be long and you can get lost in. Mountains, deserts too. Making adventure more difficult.

Combat: Combat is also going to be challenging. There will be blocking, retaliation, moves that put players on the ground, moves that disables, moves that disarm, it can all be learned. It will not be a combat that is for clickers and key tappers. The game is for.. gamers looking for a challenge. The players will have a ability to make their fighting style unique. The ability to design their magical casting, or fighting style. Stance, or which hand u swing with or which hand u hold shield. The coloring of magic. Color your magic green if u want to make it look unique to you. examples are green fire blue fire, yellow electricity black electricity. Players will have to travel the land to pick up skills from teachers, instead of learning them from one person. There will be no classes, players will develop their own character and the skills it has, meaning, the player can learn things from every teacher, sometimes with a price, sometimes with something to do first. There is a level system of skills that will level the overall player. Every character can use any weapon. Staffs can be used for melee and magic, but for magic you will need to learn how to harness the power first. Teachers will teach different levels of weapon skills and the player can also learn and level it himself. Some races are better then the other in magic or strength or adventuring. There will be health, stamina, mana, adrenaline, and injuries that actually have a animation for them. First person/ Third person will be set.

Item Weapons and Armors and Stats on Them: Items like armors will have the usual stats... armor rating.. and a few extra enchantments or runes on them. They will also have durability, weight, hot factors, heat factors, weather factors, rusting, .. etc.. Weapons can be enchanted to have elemental abilities, they can be upgraded. Weapon types will be, swords, great swords, spears, tridents, axes, two hand axes, knives, hammers, maces, staffs, sceptors, wands, long bow, short bow, cross bow, ball and chain, short shield, tower shield, normal shield, and a bit more. Armors will be chest, over chest, left glove, right glove, left shoe, right shoe, left shoulder, right shoulder, helmet, face area, pants, over pants, back item, capes, backpacks, and quivers. arrows can be enchanted to do certain type of damage, or liquids can be placed on them. Blades will needed to be sharpened armors will needed to be repaired.

 Monsters: They will not be spawned in the same place over and over again, they will be in different places. sometimes it will be hard to find creatures roaming around. Wolf attacks will be real and they travel in groups circling the player, they will be fast too. So be careful where u go. There will be natural things going on. You will see animals fighting, or running away from each other. Birds will be flying etc. There will be very dangerous beasts that a person alone cannot fight.

Teacher Classes, What People Can Learn: Players can learn from many teachers around the world. Colleges with magic can teach elemental based things and summoning and enchanting and buffing and alchemy and staff knowledge. But illegal magic like necromancy and dangerous alchemy is usually taught by people far out in the lands. Like witches who wish to teach for a price. Warriors are around in towns and cities and can teach you basic skills. Certain factions can teach you more. And gladiators can teach a lot also. Bandits and Thieves that you become friendly with can teach you dirty moves. Hunters can teach bow work, and also can be learned from other factions the different types of ways to use the bows. Weapon skills can be self taught and so can magic, with experience or study. There is illusionists who hang out in far out lands in the deserts who teach skills. There are crafter skills around the world, each faction has its own style in crafting. crafting leveling will take a long time, it isnt something a person can master in a day like most games, and it should be fun. so ideas to make it fun will be out later, maybe a crafting where the player does hammer hits on the hot metal or works it.

Guilds And Party Abilities: Guilds will have the ability to have a unique type of base or hold, cavern, tavern, castle, large house, noble house, poor house, tree house, big tree house, sky house, mountain house, mountain castle, sewers, farms, etc. They will build it with resources they gain. Then in game they have the ability to purchase farms or villages and run them economically and politically. they can set prices, and they can craft their own and sell . merchants will be hired, guards, etc. walls can be built, or extra buildings or extra selling or guards or workers. The guild representatives castle or house will be placed. Enemy guilds can declare war and within a certain amount of prepare time they guilds can defend or attack. Siege machines can be used. A guild can own a limited amount of things, going down to 2 areas. Guilds to own these things though will have to be huge, and famous in some sort. Meaning small new guilds cannot own things and get easily taken over by another guild. Guilds will have a huge purpose in this world. To establish the guild u will need to make a registration, for bigger guild license you will need more. Guilds will have ability to set feasts. Parties will have ability to set camp, to set mini feasts. The feats will need fires, wood, meats, salads. The land is huge, and meeting people will be a little harder then most games, or maybe all games. Guilds can be feared or loved. Depending on the actions of it. Guilds can also open banks to loan money and set interest. If person doesn't pay back manually, the money will be taken out automatically and or the player will lose items in his inventory or player house/hut/mansion etc.

Mounts:  There will be horses, big cats, big wolves, dragons, big birds, boats, ships,  magical rides, caravans, carriages. Some are easy others are hard, like dragons, they will be extremely hard to get, and you will rarely see a person with one. Mounts can be upgraded, and will need to be fed and watered. Some are required for you to have certain skills for you to have them. Like engineering and being able to fix them. Some mounts are based on parties or guilds. Ships are guild owned. Which take lots of time to make. And players from the guild will have to get together and build it. They can attach weapons to it or more space. Merchant based guilds can attach more space. But need to be careful because if it breaks they can lose the items in it. The lakes and rivers of the world are sometimes dangerous.

Character Design: Wont be cartoonish. Players can make their character fat, skinny buff, black, white, etc.. Depending on race.. Horns, teeth, face, eyes, hands, chest, hair, etc. There will be full design. Sizes of limbs and sizes of...chests and heads and shoulders etc. Diverse character design. Players will write their own story, and will then choose from 5 start areas for their race, nobility area, farm area, poor area, slave area, and merchant area/ crafters area. Slave can then be set free or become a gladiator to be free, or escape to begin their own story they want. Players can be merchants and set story to travel around. There are no main quests to follow, players do what they want.

MISC:  There will be quests, events, dungeons that are open world, Multiple big world bosses. Powerful bosses, Events that destroy landscapes. The game is set in years, and the year is afk:240 meaning After Old Kingdom year: 240. The game will be dark at nights meaning u need a source of light. There will be rain and snowy weather. There will be fog and dust storms. dark times and dark areas will sound scary and have scary noises.

Comments

  • The user and all related content has been deleted.

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    Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.
  • VoicekrackVoicekrack Member UncommonPosts: 23
    Originally posted by Mtibbs1989
    You need to separate your paragraphs. 

    I copy and pasted this from a word file i found. Sorry that I caused you inconvenience.

  • The user and all related content has been deleted.

    image

    Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.
  • LoktofeitLoktofeit Member RarePosts: 14,247
    Looks like a really deep singleplayer game. As an MMO, half of what you describe would either be gamed or avoided within six months.

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • RhinotonesRhinotones Member UncommonPosts: 250
    Originally posted by Voicekrack
    Originally posted by Mtibbs1989
    You need to separate your paragraphs. 

    I copy and pasted this from a word file i found. Sorry that I caused you inconvenience.

    You can edit your post so you can separate. If you want more of an audience you should edit it ASAP.

    Are you asking for some critical feedback or just wanting to share some ideas you wrote down?

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  • VoicekrackVoicekrack Member UncommonPosts: 23
    Originally posted by Rhinotones
    Originally posted by Voicekrack
    Originally posted by Mtibbs1989
    You need to separate your paragraphs. 

    I copy and pasted this from a word file i found. Sorry that I caused you inconvenience.

    You can edit your post so you can separate. If you want more of an audience you should edit it ASAP.

    Are you asking for some critical feedback or just wanting to share some ideas you wrote down?

    I guess both. I'm just sharing it and if you want to bring up your own idea of what you would like or feedback.

  • maplestonemaplestone Member UncommonPosts: 3,099

    Assorted reactions:

    map trading - I'm reminded a bit of runebooks in UO.  There was no fog of war, but assembling a library of runes was/is a minigame in itself.  I think that this would be an interesting model for map-tading.

    quest markers - if your game does not include quest markers, people will google for them or mod clients to add them.  I feel you aren't really adding anything to quests by making people remember trivial details.  It works well for one-time events where there's a sort of race to parse the clues, but I find the fun of mysteries wears off quickly when they are static quests.

    movement options - lots of movement options means lots of animations to do, lots of opportunities for movement glitches and need for more careful planning of terrain.  I like having lots of movment options in theory, but I feel this is something where I'd need to check the cost-benefit carefully.

    "These skills for adventuring can be learned from experience, from books, and from NPCS." - there are a lot of statements like this that worry me.  These ideas are increasing the scope of the project, not helping the project forward.  You have multiple sources of skills, but no plan for how this will actually work, how they will all be relevent.

    "Players will need to sleep," - players already need to sleep.  One would like to believe the characters take this opportunity to do their sleeping as well so they're ready to go when I am.

    "Mogrul" - unless you have an already-established IP, I would avoid naming your monsters (PC or NPC) right away.  First think about the dynamics of the world, the niches you need to fill.   You seem to want to avoid creating orcs and elves, which is ok, but means you're going to have a lot of work ahead of you fleshing them out into a complete unique culture.  You're going to have to think about a huge list of details for each race before its over.

    combat styles - once you get peer presure and competition involved, rich character design systems quickly degenerate into "wany ways of doing it wrong" as the mechancis are explored by min-maxers and optimal builds are discovered.  Personally, I love wide open progression systems that let me meander through them and find my own quirky build ... unless I reach a bottleneck in the game that checks my dps.

    complex item properties - there is the eternal problem of "do I want to keep this item or throw it away?", the more complexity you add, the harder it is for me to answer that question and the less satisfied I feel when I do answer it.

    ecology good - but making it entertaining is hard

    "each faction has its own style in crafting" - *shudder* - I think I already commented about feature creep

    guilds - lots of features, but are they guild-only?

    mounts - hmm ... feeding to keep a pet alive or boat from decaying is entertaining until you get bored or are forced to be away from the game for a few days ... then it's punishment for not being hardcore enough.

    character design - I read this as "spend a lot on art" before it drifted back into more gameplay creep.

     

    Overall:  Daydreaming is a fun game, a fun phase to go through. I'm a daydreamer myself and I have similar documents floating aound dusty corners of my hard drive.  Just remember that just because you can draw a sketch of a flying car on a napkin doesn't mean you're actually any closer to having a flying car.

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