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