obsidian-vault/Archive/Idle MMORPG.md

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English 2024-08-16
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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