Difference between revisions of "Windwars"

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Rough Outline as of 10/13 - Numbers all very very rough
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Was an idea for a game of illusion in Jh'ten, wherein air scholars created an illusionary setting and forces which players could direct. I wasted far too much time progging it, and ended up canning the idea.
 
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WINDWARS OVERVIEW
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The Game
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In a building, there is a large, vaulted room which has a map of Avendar on floor and floating pads around it whereupon players (2 to 9) stand.  There is a balcony for spectators who watch the match.  Characters can then play a strategy game, aided by the air scholars/illusionist who make images of guilds and adventurers which the players have partial control over.
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Beginning
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Characters choose a race, and when game begins, an illusionist creates the illusionary images of the game on the map.  Spectators can look at one of the 25 areas of the map to see what is happening in that area, or look at the map as a whole to get a summary view.
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Each player begin in the home area of his/her race, with 200 gold, a keep, and a guild (type depending on race).  Players win by destroying the opposing player’s keep (or reaching a set score).  Each keep has a guard, and players can send out peasants (or citizens, or slaves) to build guilds.  Players can also build inns, marketplaces, and blacksmith shops.
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Adventurers
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When a guild is constructed (handled automatically by the peasant bots), the guild can train up to four adventurers, and it serves as their home base.  The adventurers are more or less self-controlled bots: they will pick fights on their own with those of other races (esp. differing alignments), battle creatures, and wander.  They have randomly generated attribute stats as appropriate for their race, which have various influences in the game.
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Conflict
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When adventurers encounter other adventurers, they might battle, and may battle to the death (not game combat, but prog-handled conflicts), or flee.  When they encounter creature dens/ruins/enemy buildings, they may attack it.  If wounded, they might rest in their guild, or find better rest (healing) in an inn.
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Adventurers gain in experience, levels, and power, and get a special ability at the 5th level.  They also deposit the gold they collect (from having found treasures, or plundered enemies) in their guild, to purchase healing or recall potions.  Players can then use this gold.
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Creatures
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One of the ways to bring gold to coffers and raise the level of adventurers is by fighting creatures on the map.  In each area where a player does not start, there will be a creature den (ruins, castle, etc) that generates creatures/npcs to fight.  Players can destroy the den.  Wandering monsters will also occasionally generate from an area, and wander into an adjoining area.  At set times as well, the player’s home area will be infested by creatures generated from an adjoining area, who can attack the player’s buildings.
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Rewards
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One can put rewards on creatures, enemy adventurers, creatures, or buildings to encourage one’s own adventurers to attack them.  Players can designate an areas of the map with an explore reward, which will encourage adventurers to go there (and be more likely to try for the nearby award.  The higher the rewards, the better chances for players to seek them out (ie they’ll do one’s bidding quicker).  
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Money
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When adventurers collect rewards, find treasures while wandering, and get treasures when battling creatures or enemies, they will spend it in the marketplace, inn, or donate it to their guild.  This money is collected by tax collectors that wander from building to building, and return it to the central keep. The gold in the keep is what the player uses to train more adventurers and to build more guilds and buildings.
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Game Board
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The board is  a 5x5 area grid where the bots actually interact. Various progs allow players and spectators to observe what is happening.  Players can see all the contents of an area where they have a building or an adventurer, and can get a general summary view of what is happening throughout the world.  Observers can only view areas contents where more than one player has a presence, and they can also get the generalized overview.
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Gaald Ryarl Krilin Kor Thrandir Titans
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Gogoth         Morn      Brintors Nordath         Jh’ten
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Shargob         Qilarn         North Forest Grasslands Uthlin
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Fens Var Bandor Arien Plains Earendam Griffins
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Rahh-Nefor Nendor Savannah Jasa Lake Sythtys Swamp
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Buildings Available
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When a player give the build building command (if he/she has enough gold), peasant bots will be generated to work on it.  The peasants can be killed, like the adventurer bots.  The more overall buildings the player has, the more peasants will be generated.
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Buildings:
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Inn 75 (Heals hp, 1 gold per, 2%chance 1 gold per click)
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Blacksmith 100 (Increases attack and defense by 1, 10 gold per, 1% 1 gold per click)
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Marketplace 125 (Sells recall and health, 5 gold per, 5% 1 gold per click)
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Guardpost 100 (1% 1 gold per click, generates 1 guard)
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Bot details
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PLAYERKEEP BOT (only one)
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race = race
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platinum = reward on keep
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gold = player’s total collected gold
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pos = 0
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1
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2 under repair
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0 = math variable
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1 = player’s points
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2 = total peasants usable
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3 = peasants being used
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4 = tax collection counter
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5 = total adventurers
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6 = total buildings
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7 = creatures slain
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8 = enemies slain
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9 = location
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progs: game reports for players and observers
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GUILDBUILDING BOT (one max per region)
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race = race type
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platinum = reward
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gold = gold in guild
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hp = hp
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pos = 0 has been completed
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1 under construction
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2 under repair
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0 = math calculations
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1 = training #1 adv counter
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2 = training #2 adv counter
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3 = training #3 adv counter
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4 = training #4 adv (or guard) counter
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5 = #1 adv (true/false)
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6 = #2 adv (true/false)
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7 = #3 adv (true/false)
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8 = #4 adv (true/false)
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9 = location
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Progs:
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- count down training, then create adventurer bot
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GUARDTOWER BOTS (one max per region)
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race = race
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platinum = reward
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gold = gold
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name = Guard tower
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ADVENTURER BOTS
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race = race
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platinum = reward
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gold = gold
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silver = potions health
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copper = potions recall
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name = NAME CLASS
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short = NAME the TITLE
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pos =  0 fighting
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1 exploring/wandering
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2 fleeing
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3 going to market
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4 going to inn
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5 going to blacksmith
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$f0 = master
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$f1 = fight target
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hp = hp
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0 = open variable for math operations
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1 = class
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2 = level
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3 = xp
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4 = lag counter (affected by net [+10], bash[+5]
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5 = forced hostile/attack (ie must defend buildings)
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6 = attack
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7 = defense
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8 = ability
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9 = location
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class = class OR guard
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-guards never wander or search for rewards
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progs:
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main ai
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-defend self or flee?
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-defend ally?
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-defend building?
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- go to rest/heal in nearby inn?
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- go to rest/heal in home guild by recalling?
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- attack nearby enemy?
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- normal, or attack ability?
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- attack nearby building?
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- go to nearby marketplace?
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- search for combat reward?
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- search for explore reward?
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- wander?
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PEASANT BOT (generated on ‘construct’ command, number based on how many buildings owned)
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name = NAME peasant
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short = NAME the [peasant/chaja/slave/servant/thrall]
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long = name of building being worked on?
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hp = hp
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$f0 = master
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$f1 = target of repair
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1 = building(0) , repairing (1)
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progs: increasing hp of building to repair or contruct, go back to keep (purge self) when done.
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LOCATION MARKER BOT
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name = LOCATION locationbot
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short = LOCATION
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platinum = reward
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$f0 = master
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0 = visit counter (set to 1000 if adv. present, counts down if none present,
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purge self when at zero and reward = 0, adv. can’t collect reward for visiting
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if already there)
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VALUES
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Get these values from off a master data_prog bot, so as to not bury them separately throughout the all the bot progs (would be a nightmare to adjust, otherwise)
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Costs
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building repair 1 per click
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train adventurer 20
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construct guild 100
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construct guardpost 75
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construct inn 50
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construct marketplace 50
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construct blacksmith 50
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Peasants/collectors
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MAXPeasants MAXTax Collectors
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0-4 bldgs 3 1
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5-6 bldgs 4 2
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6-7 bldgs 5 3
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8-9 bldgs 6 4
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10 + 7 5
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Adventurers
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abilities progged, some tracked via affects
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WARRIOR Base Stats Ability (progged)
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fighter 20 3/4 bash, bandage
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gladiator 20 3/3 net, pound
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swordmaster 20 3/3, 5/2, or 2/5 disarm, extra attack
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barbarian 20 4/3 bash, hew
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SCHOLAR
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air 20 1+* / 1+* , * = last monster slain make illusion, lbolt
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void 20 1+*/0+* , * = level summon minor, major
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fire 20 *+3/1 , *=level         firestorm, phoenix fire
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water 20 1/3 heal, sanctuary
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earth 20 1/2 s. elemental
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spirit 20 1/1 avatar (*10)
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TEMPLAR
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air 20 2/3 teleport
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void 20 3/2 harm, gate
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fire 20 3/2 firebolt, fireball
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water 20 2/3 icebolt, sanctuary
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earth 20 2/3 sandspr, meteor strike
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spirit 20 3/2 zeal, spirit recall
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ROGUE
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thief 50 1/1 steal
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bandit 20 2/2 loot (increased gold gains)
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assassin 20 2/1 garrote (instakill chance)
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watcher         20 1/3 call guard
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NATURALIST
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Racial modifiers
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RACE align starting guild
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ch’taren good spirit templar aggr evil, lower spirit costs
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ethron good ranger faster naturalist training,power at lvl 4
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caladaran good druid faster scholar training, sch. power at lvl 4
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aelin neutral air templar faster templar training, templ. power at lvl 4
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alatharya neutral barbarian aggr random -cost barbarians, warriors +1hp
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human neutral random         faster training for all
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nefortu evil thief lower thief/assassin costs, thief/ass powers at lvl4
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srryn evil gladiator cheaper (and weaker) buildings, cheaper fire templars
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shuddeni evil void templar aggr good, lower void costs
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victory condition conquest (default)
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wealth 5000
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points 5000
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[[category:Genesis]]
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[[category:Areas]]
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Revision as of 17:20, 10 October 2014

Was an idea for a game of illusion in Jh'ten, wherein air scholars created an illusionary setting and forces which players could direct. I wasted far too much time progging it, and ended up canning the idea.