Phase 1: Death to the King!
I've been reviewing our Moscow reqs for what
UberWaffe called
pre-alpha and
first test and I'm integrating that with what I've seen that we can currently do (or should be able to accomplish fairly short term) and calling it Phase 1.
This would be considered a fully functional "game" rather than a test, but I think it should be do-able by leveraging much of what we already have with a few tweaks for things we need. Please let me know what you think. If something doesn't make sense at first be sure to read through to the end.
So, here we go:
Objectives
- Phase 1 will have 1 victory condition. Kill the opponent's King.
- To accomplish this, Players must:
- Exit their home turf
- Players may choose to:
- build stairs over their defensive wall
- tunnel through or under their wall
- blow their wall away with a Crossbow
- causing a hole in the wall or otherwise creating a path for Enemies to reach the Player's King would be bad.
- Fight a few offensive Enemy troops on the opposite side of the wall.
- The idea here is to have at least one character model (likely a pawn) animated with an attack animation.
- Attacks are all melee (short range, hand to hand)
- AI should be similar to our Terasology gell cubes. They simply attack the player doing a predefined amount of damage to the player per attack. Basically our gel cubes with pawn clothing.
- The player may attack via melee (similar to mining a block) or shooting the Crossbow (if available)
- Traverse a maze
- Based on synopia's maze used in pathing tests.
- The maze walls should be indestructible
- If possible, the maze would have a few traps or Enemies (rinzor?)
- Breach the opponent's defensive wall
- Tunnel through, build stairs over, or blow away chunks with the Crossbow
- Fight off the Enemy guards on their turf
- Enter the keep, locate and kill the Enemy King
- Optional: craft the Crossbow
- This is essentially our old rail gun
The game world
The game world will be small and pre-defined. Each side will be identical to the other.
- Each side will have a simple, pre-built keep
- Relatively simple, castle-like structure built of standard black or red terasology bricks
- Each side will have a pre-built wall with two towers
- Walls should be at least 4 blocks thick
- Towers are just for looks at this point and provide no real advantage
- Each side will have a workshop where the player can do crafting
- The shop is just a simple structure with a standard terasology toolbox/chest in it
The center of the game world will be a maze like the one
synopia generated for the pathing test.
- Ideally the maze would be randomized at the start of each new game.
- Ideally there would be a central "safe" zone in the middle of the maze.
- Ideally there would be Enemies and/or traps that populate the maze
Enemy AI
AI at this point will be based off a combination of our pathing code synopia developed and our gellcube attack, with a few tweaks:
- If under attack by an Opposing Unit, AI should fight that unit (it becomes first priority, including the player) until dead or victory
- If not under attack, and a path to the Opposing King is available, AI should choose to follow the path to the Opposing King and attempt to kill the king. Attacking the Opposing King is the Highest Priority of the AI (but only if a path is open).
- The Player is the second Highest Priority for the AI to attack. If a path to the Player is available, attack the player until dead or victory.
- Other NPCs (opposing enemy guards) are Third Priority for attack.
- Enemies outside of the maze should never enter it.
Player
First person
Starts with a sword in the inventory and a pickaxe for mining (rock) and harvesting wood (trees)
Crafting the Crossbow
The crafting part will be optional. The player will be able to craft and collect wood and stone, as is currently capable in Terasology and use this basic material to construct our old railgun. Instead of calling it a railgun, we'll call it a Crossbow and scale it's firepower back. The idea is that it would fire a combustable bolt that would knock through blocks, making it easier to punch through walls and providing a ranged attack.
- Instead of crafting this object, players could simply mine under or through a wall and attack with the default sword.
Required Models/Animation
Black King
Red King
Black Pawn
Red Pawn
The player will not be modeled in Phase 1 and will simply act in 1st person perspective.
Garnish (Wish List/Could Haves, etc)
If we have any NPC flora/fauna ready (chogs, backgammon style trees, etc.) we can plop them in, if not, no biggie.
More chess piece types into the mix.
The Red King should have a sleeping animation and doze off occasionally
In-game instruction of objectives (i.e., spawn Player near King who has text bubble instructions)
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I think the above will keep some of our fundamental goals of L&S in place (build, destroy, craft, fight) while providing us with a basic, achievable first version of the game.
Thoughts?
Github:
https://github.com/MovingBlocks/Terasology/issues?milestone=8&state=open