Hey guys, Appliances here. I want to create an in-depth discussion about a randomized game that brings aspects from many other styles of gaming/games to create a world that is completely unique to those that play it. The ability for Players to develop their Champions in such a unique way, that hopefully no one on their server, or maybe even the world, has a champion quite like theirs. I will be discussing games such as LoL, Fable, Minecraft, and even aspects from “Roguelike” games.
I want you to think of three questions while reading this article: is scripting a game that I am about to discuss, possible? Is a game like this, viable? And if the latter are true, then how long would it take? In this discussion we are going to break away from set storyboarding, graphics, and focus mainly on scripting capability and creativity. I myself not being a crazy scripter by any means, but knowing enough to make the discussion practical. To reduce graphic tension, the game setting will be that of a birds eye view, and similar to League of Legends. This way we can enhance skillshots, tactical gaming mentality, the impact of microclicking, and other great aspects that come with a Diablo/LoL scenario. The way the map comes to be will mimic the randomness of a Roguelike or minecraft. Characters will develop like Fable, or elder Scrolls. And without further adue, lets have some fun.
I want to start by discussing the map setup, and how the map will come to be. The view will be birds eye with graphics similar to League or Diablo, maybe simpler for size purposes. But HOW the map is configured and spawned will be very similsr to a “Roguelike” or minecraft game. The first person to ever log into a server (hopefully there will be many servers as the game grows) will cause the initial portion of the map to spawn. Just like how if you made a new minecraft server. However, there won’t be thousands of little destroyable blocks, but rather chunks of information, such as “this area is generally foresty, with evil traits, and the objects that spawn are normally a darker/erie shade of color. The spells and trainign one would aquire from this area, would be necromancer, life steal, curses, fears, and bloodrawn weaponry. However, assets with the exact opposite traits would also spawn on a more rare basis (such as your paladin trying to cleanse the area)” this type of information would be needed for each chunk of land that was force spawned after the server was created. The first chunk of land being a hometown that everyone starts in, with some characters that would help someone new to a game this advanced. The map would be in a hexagon shape, that way any new chunks could connect to eachother easily. When the first character ever, reaches the edge of the first hexagon, be causes a new one to spawn, with similar, the same, or totally different traits than the first. The map MUST be fluid, meaning a n evil zone, could eventually be turned into a heavenly zone, because of the players influence on it. This however is an advanced fluidity, so I’ll give an example of simple fluidity: trees might be destroyed through battle, or, if a player finds a flute, it may cause a cave to be created under a hill which can be unlocked by playing the flute on that hill, but only with a tune that the character learned from the townsfolk, or finding a book on a dead skeleton. Both the cave, and the tune, would not have existed if the character did open a chest, and find the flute. This might Tie into how quests would be carried out.
Character development. All characters would start as children, like in Fable. They would be a clean slate. No stats, they aren’t a “mage” or “warrior” but they all have the possibility of everything. They travel the world to seek out items and quests that might benefit their current spell combo or kit. Or the champion they seek to create. It would almost be like, making your own League champion, from scratch. They would use items that helped raise stats that would make the spells they choose to play with, stronger, or more diverse. Such as the character that found the flute, would be promoted to keep that flute forever, for it might help train a heal spell, or stun spell. The flute after a long time, might even provide a unique spell of its own. Which the character may or may not use towards their battle kit. Skillshots would obviously exist. But they would develop them on their own. A character might learn “ice” and start out by only being able to just shoot a simple ball forward. But over time, they would be able to completely customize their ice. Making a circle AOE ice storm, or a cone damage type, or a more powerful straight shot. Also, all basic attacks, if the chamlion even used them, would be skillshots too. And I have a new idea on how spells would be cast. There would be a basic attack hotbar. Meaning you would hold, say Q down, and depending on when you released it, would have different effects. Say, someone with a sword could press Q, and do a stab. But holding it might be a power sweep, but holding it for a decent amount of time, might be a special basic attack. Players would be able to use this hotbar in concession with their spell kit. Such as, pressing W, causes an ice shot that goes straight, but holding it might have other effects, or holding Q, then pressing W, might be a basic attack, with the effect of ice, all being customizable by the player. And the player would attain the ability to do these things, over time, in a completely randomized world. All monsters that spawn, would also have these same potentials. They would spawn as a cleans slate. And they would also be able to continuously level up, having their own spells, like a normal character would. Making bosses, producable over time, and not specifically created. Say a monster spawns and is week, but kills another monster, so it gets stronger, and keeps getting stronger and stronger, it might become a boss for that zone. Characters might not even be able to travel that zone because the monster might be so hostile, fast, and strong, that a full team is required to clear it, or a sneaky, rogue character, would be the only ones to travel this zone.
Quests. They would be farely random, and almost never set in stone. I’m so done with “kill ten of these, and you get this” like no, the characters should be able to find their own quests, and seek things out, because they want to, not have to. The character to get the flute, would use the flute, and eventually discover a tune that opens a cave. But he would have to seek it out himself and find it through time and on his own.
That’s about it! Let me know what you guys think!