obsidian-vault/Archive/Idle MMORPG.md

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---
aliases:
language: English
created: 2024-08-16
summary:
tags:
- domain_gaming
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