Difference between revisions of "BRPG"
Etherdrifter (talk | contribs) (Created page with "BRPG - Basic RPG ==Basic Idea== Functionality Log in + char creation Move around map Basic player interactions Basic items Basic skills Basic NPC/Quest Interaction ...") |
Etherdrifter (talk | contribs) (I* In Depth Specification */ - Inventory and Items) |
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==In Depth Specification== | ==In Depth Specification== | ||
+ | |||
+ | ===Database Tables (Inventory)=== | ||
+ | |||
+ | |||
+ | Table : Items | ||
+ | |||
+ | |||
+ | ItemId : int (key) | ||
+ | |||
+ | ItemName : str(26) | ||
+ | |||
+ | NumData : intarray | ||
+ | |||
+ | StrData : strarray | ||
+ | |||
+ | Type : str(>10) | ||
+ | |||
+ | Core : boolean (Not used in BRPG at the moment) | ||
+ | |||
+ | |||
+ | Table : Inventory | ||
+ | |||
+ | |||
+ | CharID : int (complexkey) | ||
+ | |||
+ | ItemID : int (complexkey) | ||
+ | |||
+ | Quantity : int | ||
+ | |||
+ | |||
+ | ===Inventory Display=== | ||
+ | |||
+ | |||
+ | [Attack] <DropdownTarget> with <DropdownWeapons> | ||
+ | |||
+ | [Use] <DropdownUsables> on <DropdownTarget> | ||
+ | |||
+ | {InventoryList} | ||
+ | |||
+ | |||
+ | ===Inventory Generation=== | ||
+ | |||
+ | GetCharID | ||
+ | |||
+ | Lookup CharID in inventory table and return matching item numbers and Quantity | ||
+ | |||
+ | For each item number returned | ||
+ | |||
+ | getType | ||
+ | |||
+ | if type=weapon then add itemId to DropDownWeapons (hidden) and print ItemName | ||
+ | |||
+ | if type=usable then add itemId to DropdownUsables (hidden) and print ItemName | ||
+ | |||
+ | add ItemName to InventoryList + "x" + Quantity | ||
+ | |||
+ | end for loop | ||
+ | |||
+ | |||
+ | Point of clarity : When adding items to the dropdown lists a similar method to shartak might be best (the itemId is needed to get the item type from the database for actions, the name is for the end user to see what they are using!) |
Latest revision as of 18:04, 26 February 2014
BRPG - Basic RPG
Contents
Basic Idea
Functionality
Log in + char creation
Move around map
Basic player interactions
Basic items
Basic skills
Basic NPC/Quest Interaction
Map Tiles
Grass - passable, can find stick 20%, stone 20% and gold coin 10%
Forest - passable, can find healing herb 10%, stick 30%, gold coin 20%
Stream - passable (double ap cost), can find stone 50%
Mountain - impassable world border
Map Items
Fist (unseen and non discardable) - 1 damage 20% base
Sword - 2 damage 20% base
Bow - 3 damage 20% base, costs 1 arrow per shot
Stone - No use
Stick - No use
Arrow - Used as ammo for shooting, can be crafted from 1 stick and 1 stone (makes 2) and 1ap, stacks
Healing Salve - Restores 5hp, can be crafted from 2 healing herbs and 1ap, grants 2exp when used on wounded player/npc (not self), 25% chance 1 exp granted for crafting
Healing Herb - Restores 2hp, stacks, grants 1exp when used on wounded player/npc (not self)
Gold Coin - No use, stacks
NPCs
Wolf - 10hp, 2 damage 30% chance, exp per kill (2), drops 1gc per kills
Deer - 5hp, no damage, exp per kill (1), can start wounded (1hp)
Bob (Trader) - Cannot be attacked, offers items in exchange for gold. Also offers "training quest"
Skills (each costs 5 exp)
Sword Swinging - 10% bonus to hit with sword
-Sword Striking - 15% bonus to hit with sword
-Sword Charge - Special action, 1/2 hit chance double damage.
Bow Shooting - 10% hit bonus
-Fletching - Allows arrow crafting
-Aimed Shot - Special action, costs 2ap but doubles chance to hit
Salve Making - Allows salve crafting
-Healing - Increases salve heal amount bt 2
-Herb Hunting - Can use "herb hunt" option in forests.
-Specialrewardskill stamina - Grants +5ap max and +5hp max
Base character info
20ap, 15hp, 10 inventory slots, option to "give", "attack", "speak", "search" and "drop"
1 ap granted per 5 mins
Quests
Training
Visit each type of tile once, item of choice (Sword, bow and 5 arrows or 10 healing herbs)
Hunt A Deer (only gettable after training done)
Kill 1 deer, reward specialrewardskill stamina
Trader
Sword - 5 gold coins
Bow - 5 gold coins
Arrow - 1 gold coin for 2
Healing potion - 2 gold coins
Char creation
Name - Shartak style
Gender - M/F
Race - Human (no changes), Elf (+4% bow accuracy, -5% sword accuracy), Dwarf (+5% sword accuracy, -4% bow accuracy) or Pixie (+1 salve healing, -3 max hp)
Starting skill - Sword Swinging, Bow Shooting or Salve Making
Herb hunt action
Costs same ap (1) as search. Gives a 50% herb find rate, 0% anything else though.
Some maths
Sword 0 skill 0.4 damage per ap (dwarf 0.5, elf 0.3)
Sword 1 skill 0.6 damage per ap (dwarf 0.8, elf 0.5)
Sword 2 skill 0.9 damage per ap (dwarf 1, elf 0.8)
Bow 0 skill 0.6 damage per ap (dwarf 0.48, elf 0.72)
Bow 1 skill 0.9 damage per ap (dwarf 0.78, elf 1.02)
The purpose of this little game
It showcases a lot of features, especially if we later add some basic mods to complement it (extra tiles, an extra npc or item, maybe another skill.
If this idea is approved I will spend some more time on the maths and balance (this is just a rough idea). We have an artist who can do icons and tiles.
In Depth Specification
Database Tables (Inventory)
Table : Items
ItemId : int (key)
ItemName : str(26)
NumData : intarray
StrData : strarray
Type : str(>10)
Core : boolean (Not used in BRPG at the moment)
Table : Inventory
CharID : int (complexkey)
ItemID : int (complexkey)
Quantity : int
Inventory Display
[Attack] <DropdownTarget> with <DropdownWeapons>
[Use] <DropdownUsables> on <DropdownTarget>
{InventoryList}
Inventory Generation
GetCharID
Lookup CharID in inventory table and return matching item numbers and Quantity
For each item number returned
getType
if type=weapon then add itemId to DropDownWeapons (hidden) and print ItemName
if type=usable then add itemId to DropdownUsables (hidden) and print ItemName
add ItemName to InventoryList + "x" + Quantity
end for loop
Point of clarity : When adding items to the dropdown lists a similar method to shartak might be best (the itemId is needed to get the item type from the database for actions, the name is for the end user to see what they are using!)