Difference between revisions of "AL Flight"

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Altitude is the working-title for an MMO we are designing. All pages will be in the category Altitude and should have the prefix AL_
 
Altitude is the working-title for an MMO we are designing. All pages will be in the category Altitude and should have the prefix AL_
  
The basic concept of Altitude centers around a number of powerful beings called "Highers"(working title) who control the world and via for power against each other. Players enter the world as "Elites", individuals who seek to distinguish themselves and who are powerful enough and important enough to be valued by the Highers. Most regular NPCs you encounter will be Lowers. Every characters background is that they began as a Lower and became an Elite in the hope of one day becoming a Higher.
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The basic concept of Altitude centers around a number of powerful beings called "Highers" (working title) who control the world and vie for power against each other. Players enter the world as "Elites", who seek to distinguish themselves and who are powerful enough and important enough to be valued by the Highers. Most NPCs will be Lowers. Every character began as a Lower and became an Elite in the hope of one day becoming a Higher.
  
 
Players will be able to influence the world by serving particular Highers. Game updates will be unlocked by characters flocking to serve new Highers.
 
Players will be able to influence the world by serving particular Highers. Game updates will be unlocked by characters flocking to serve new Highers.
  
Th core of the game is the "[[AL_Perk System|Perk System]]"(working title) which takes the place of character classes. The game is designed to be class-less, but wil incorporate specific architypes. Gameplay will ascribe to be mostly skill-based, with less emphasis on [[AL_Levels|character level]].
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The core of the game is the "[[AL_Perk System|Perk System]]". The original design was meant to be classless, but we are going to modify that and start with three [[AL Classes|classes]].
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==Page making==
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*[[AL_Items]]
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*[[AL_Equipment]]
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*[[AL_Crafting]]
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*[[AL_Lateral Expansion]]
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*[[AL_Currency]]
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*[[AL_Saves]]
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*[[AL_Monetization]]
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*[[AL_Economy]]
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*[[AL Character Creation and Starter Zone]]
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*[[AL Combat]]
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*[[AL Levels]]
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*[[AL Monsters]]
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*[[AL Theme and Setting]]
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==Design Goals==
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We want to create a game with staying-power. It needs to not burn itself out or die quietly, and the older content should be able to remain relevant even decades down the line. Ideally, we should never need to increase the level cap, though some bumps later down the line may be needed.
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The primary goal of the combat system is to scale without having to go by numbers. Ideally the system should be such that older content never becomes completely trivial, and that end-game content at release is still challenging several expansions down the road. We don't want to follow the old "add levels to make the game harder" or "make bigger numbers" strategy.
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To this end, we need a delicate symphony of mechanics that work together in ways that are not always linear. Some aspects on the surface should be simple(EG "if you're a melee fighter, get higher strength") but others are deeper and more complex(such as crit chance and crit multiplier, vorpal, etc). Again we have the concept of "incomperables" E.G. base damage verses crit damage, crit chance vs. crit multiplier, etc. As long as you have enough of this at play, you don't need to keep upping the numbers every expansion.
  
 
==Sub Pages:==
 
==Sub Pages:==
 
[[Category:Flight]]
 
[[Category:Flight]]

Revision as of 23:41, 12 March 2020

Altitude is the working-title for an MMO we are designing. All pages will be in the category Altitude and should have the prefix AL_

The basic concept of Altitude centers around a number of powerful beings called "Highers" (working title) who control the world and vie for power against each other. Players enter the world as "Elites", who seek to distinguish themselves and who are powerful enough and important enough to be valued by the Highers. Most NPCs will be Lowers. Every character began as a Lower and became an Elite in the hope of one day becoming a Higher.

Players will be able to influence the world by serving particular Highers. Game updates will be unlocked by characters flocking to serve new Highers.

The core of the game is the "Perk System". The original design was meant to be classless, but we are going to modify that and start with three classes.

Page making

Design Goals

We want to create a game with staying-power. It needs to not burn itself out or die quietly, and the older content should be able to remain relevant even decades down the line. Ideally, we should never need to increase the level cap, though some bumps later down the line may be needed.

The primary goal of the combat system is to scale without having to go by numbers. Ideally the system should be such that older content never becomes completely trivial, and that end-game content at release is still challenging several expansions down the road. We don't want to follow the old "add levels to make the game harder" or "make bigger numbers" strategy.

To this end, we need a delicate symphony of mechanics that work together in ways that are not always linear. Some aspects on the surface should be simple(EG "if you're a melee fighter, get higher strength") but others are deeper and more complex(such as crit chance and crit multiplier, vorpal, etc). Again we have the concept of "incomperables" E.G. base damage verses crit damage, crit chance vs. crit multiplier, etc. As long as you have enough of this at play, you don't need to keep upping the numbers every expansion.

Sub Pages: