diff --git a/Gameplay-Overview.md b/Gameplay-Overview.md new file mode 100644 index 0000000..194b068 --- /dev/null +++ b/Gameplay-Overview.md @@ -0,0 +1,15 @@ +The game takes place in a procedurally generated world, consisting of a single “overworld”, and a series of “dungeons”. Different areas of the overworld have different difficulty levels, which scale the types and strengths of the enemies that are found there, and subsequently the rewards for defeating them. These difficulty levels also extend to the dungeons, whose entrances are found scattered around the overworld. + +Each player can create a set of player characters (PCs) that are connected to their account on the server; however they can only play as one at a time. Each character has standard metadata, including name, sprite, etc. that make that character unique. In addition to this, each character also has a set of statistics (used for combat purposes and progression) and an inventory (their personal items). Each PC’s stats can be increased either by levelling up, or by using certain items. + +Items can be found throughout the world, either dropped by enemies or hidden in chests. Item types include consumables (food that increases HP, boosts, stats, etc.) equipment (for boosting stats), legendary (unique and hard to find) and mundane (vendor trash, etc). Equipment items can be worn by players to boost certain stats; each piece of equipment has a certain “type” which dictates what slot it can be used in. + +If a player’s character runs out of health, and they have no way to save themselves from death, then that character is deleted; this is called permadeath. Any items that the character is holding at the time are also lost (with the possible exception of legendary items). + +A combat portal represents a fight in progress, located in the overworld or a dungeon. Random portals can be generated near players, sucking them and their parties in against their will. Static portals can be generated by the dungeons, as a type of boss or mini-boss encounter. Portals have visual cues, signifying their content (such as difficulty, current participants, etc.). A player can enter an existing battle, or flee one if the situation turns dire. + +Enemies are procedurally generated when a combat portal is first created, based on the environment (i.e. plant-based monsters would only live in a forest) of the portal and the difficulty dictated by the location. Defeating enemies earns players rewards, but not all enemies in a portal need to be defeated to receive that reward. Landing a killing blow against an enemy will grant that player a bonus reward, while killing the last enemy on a portal will grant a significantly larger prize. + +The combat system allows several people to fight side by side as a group. Each player will be able to choose their own actions, including attacking, using spells and items, or fleeing the battle. To prevent a player from acting too fast, that player must wait for their ATB gauge to fill completely before acting, after which it resets to zero. + +The overall tone of the game is geared towards player cooperation in order to progress, but this is not explicitly required. Players can progress perfectly well alone, and they can even “grief” other players; some features in the future may actually support and reward these opposing styles of play. \ No newline at end of file