3.1 KiB
| aliases | language | created | summary | tags | areas | status | |
|---|---|---|---|---|---|---|---|
| English | 2024-08-16 |
|
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