--- aliases: language: English created: 2024-08-16 summary: tags: - project areas: status: hold --- I wanted to program my own idle game, but I abandoned the idea because it would be similar to the stress I currently face at work and the benefit might not be appropriate. Here are notes on my concept: - What did I like about ...     - Silkroad         - Abilities become cooler as you level         - Surviving a fight matters - loss exists         - Random city shops and the joy of finding something shiny and affordable         - Concept of shiny gear and the degree in damage steps         - Simple currency system     - The last flame         - Easy-to-read stats (no difference in magic defense or physical defense)         - Each session is unique, and you need to deal with what you get. Punishment for re-rolling makes it difficult to enforce strategy         - Pausable session         - Easy mana-based spell system (similar to Summoners War)     - Lost Ark         - Classes and their utility         - Raid strategy and dozens of different progression systems         - Honing and seasonal power cap system         - No real level; gear matters         - In-game shop transactions         - Free price choosing and filters         - Gems         - Concept of ultimate skill         - Earrings and stones for engravings         - Community: Taxi for raids; static cgroups to get more secure through content         - Ability to carry raids alone (maybe as a character exists longer stat)         - Power caps: upper and lower power level caps to prevent power leveling others         - Power level as factor         - Skills, tripods, and stones         - Capped progression speed (at least higher difficulty to progress instantly) due to missing per-character resources     - Additional Desires         - An in-game equivalent to the stock market and crypto market based on real current prices         - Excellent inventory sorting         - LLM usage for user messages         - Other bots         - AI images for any art             - Pixelated art for ease of style control     - Platform         - Backend: Kotlin Spring Boot (for fun and career)         - Frontend: web as a lower barrier; overlapping skillset; any platform; more versatile; more fun         - Database: PostgreSQL as I do not care and it is most popular and free         - Paradigm: functional, HTTP/websocket highly modular and independent     - I want the fight system to be easily simulatable, maybe a state machine?         - Auto-fight: fixed skill order is cast         - Manual fight: when mana-bar is filled, user can choose spell to cast         - Optionally, there shall be seasons with randomized effects. Partially re-rollable and endless progression either through         - +0 to +25 gear reset like in Lost Ark         - Resets where you benefit from last season and can get even further next seasons (requires some endless mode)     - Maybe a randomized and simulated raid group finder