Table of Contents

Features to Add to LUGS

Register a Character

Next Objectives

User Login Bonus

Character Registration

World's End Alpha

First World Alpha

Achievements Setup

Property in World's End

Notes

Character registration and the point thereof would be to allow you to note a character, their general appearance, and their general skill set, and be able to import that into any games created for LUGS.

Case in point - if you have Kinu as a brownfurred blue-eyed anthromorph who's good at stealing and firearms, games that have anthromorph races would pick up on that and let you import him direct without making you create him all over again; games that didn't would at least set the hair type properly; games with skills would give him a boost to the right skills; and so forth.

In short, when you set up a character in LUGS, you'd basically be setting up a template for any future game that would work with it – in such a way that you don't have to recreate the same character twenty times, if you want to play that character.

What I've been pondering, since it may affect balance, is experience leeching. If you build more experience in gunfighting in a Wild West game, possibly allowing that experience to leech upwards to the master template: and in turn, leeching downwards to your -other- games. In short, if you've actually gone through the training from hell to -earn- yourself a reputation as an asskicker, you deserve to have it carry over some.

It'd be text based, although I'd give the option for people to upload headshot/icons for users and characters, as well as portraits, which would be implemented in certain cases in some games.

(Case in point, how some JRPGs use headshots for when characters have options to talk.)

And some games may have graphics depending on what resources I have available to work with. We'll see.

Also was considering the merits of making World's End be its own LUGS character 'metaworld' - in short, the place where your character can go to play cards and other things that don't really involve a particular world, or involve beating the living crap out of each other.

Aside from painting the fourth wall a bit – your learnings in various worlds do gradually develop your universal skills as a badass – they also may contribute to things like getting Shiny Stuff For Your House In Town, or Getting Cash For The World You Play In. (Exchange rates, bitches.)

Might be a cap on that, just so some wiseacre doesn't wreck the economy of a world by bringing a few billion gold coins into a place that has about fifty thousand between the entire population, but we'll see. A balance between 'economic realism' and 'let's just have some fun looting worlds for their shiny stones'.

At any rate, even if you can't haul money out of one world to dump into another (or not without some hefty exchange rates involved), you can earn local currency by doing fun stuff in World's End that can then be cashed in at your world of choice.

Not so much that you can spend an evening playing Dominion and then go buy an aircraft carrier, but at least enough so that there's always a reason to be playing something. Which, of course, is the point to any good addictive game.

I wonder if we could reward people for doing prompts? Like if we incorporate the charloft prompts into a database or something… if people answer a prompt and do some char development, say…

Rewarding characters for playing in worlds by having them get a bit better in other worlds. Rewarding characters for playing in the metaworld by letting them convert money to use in other worlds.

And that brings us to – users. Namely, setting up a place for the players themselves to play, hang out, and do things.

Any game that can be set up for characters to play in meta mode should probably be reasonably playable by players.

Also, there may be some bit of niceness… like, a login bonus once per day - here, player, have a few nexus coins.

Nexus coins being those things you bet on games – or, give to your characters so -they- can bet on games. Or exchange for world-dollars.

Players can giveth, but they can't taketh away, so be careful what you give to those little spendthrifts. After all, characters aren't real people. Likewise, I'm probably going to let players give each other money relatively freely. Mayhap with a modest transaction fee, because banks are evil jerks like that, and because establishing a money

sink in advance seems wise just in case something breaks horribly…)

Casino games are probably the easiest to make, really; they're not all that complicated.

Group activity games are a bit more so, but I'm figuring they're not going to be so bad, ideally.

In-World Options

Switch Out: Leave this world's life behind for now. Lets you maintain an active presence in a world while playing in other worlds.

Exit: Use a Door to escape the World entirely. Lets you leave a world, ideally taking some of your prizes home with you. Re-entering allows you to start over from the beginning.

Kicked Out: Certain worlds have a failure condition; if you meet the failure condition, you are ejected unceremoniously from the world, without your stuff. Re-entering allows you to start over from the beginning.

The Loft

The Loft is a comfortable lounge area done up in tasteful modern deco where users gather to relax and play games in between messing with the lives of their characters.

Point Tracker

Review your current player achievements, trophies, etc, and make use of your rewards to make your characters' lives better.

Gaming Table

Sit down and play a game with some friends.

Arcade Cabinet

What do you mean you don't have time to play with yourself? These are games you can play even if nobody else is online.

Tables to Create

world

worldsave

Setting Up Characters

When you create a character in LUGS, you set up a list of target criteria that influence how that character 'imports' into worlds.

Statistic Effect
Strength How strong you are.
Dexterity How fast you are.
Constitution How tough you are.
Intelligence How smart you are.
Perception How watchful you are.
Willpower How willful you are.

Strength + Constitution controls your Life Points - how much damage you can take. Constitution + Willpower controls your Fatigue Points - how much effort you can put out before dropping. Willpower plus Intelligence controls your Soul Points - how much 'inner spirit' you have for magic or similar effects. Various worlds will interpret these differently, but these are important to bear in mind when planning.

You start with 1 point in each category, and get nine points to position however you see fit. You can develop them further later through training, as well as in play. You can't increase any of them above five to start with, but you can earn your way past that point in play – and within the confines of different worlds, the equivalent values may become much, much higher as you progress. (By late-game in some worlds, your local character may be slicing through buildings, while back in World's End, they're still chipping away at them with swords.)

Once this is completed, you move on to the next phase - skills. Everyone has some. You get forty points to distribute amongst yours. You can put them into Major skills - which costs two points - or Minor skills - which costs one point.

Skills are as follows:

Major Minor
Acrobatics
Climbing
Art
Music
Drawing
Computers
Hacking
Operations
Crime
Sneaking
Lockpicking
Doctor
First Aid
Surgery
Diagnosis
Pharmacy
Driving
Cars
Trucks
Boats
Getting Medieval
Axes
Swords
Knives
Crossbows
Bows
Clubs
Spears
Gun Fu
Pistols
Rifles
Shotguns
Machine Guns
SMGs
Influence
Fast-Talk
Acting
Interrogation
Knowledge
Trivia
Naturalism
Mythology
Literature
Kung Fu
Punches
Kicks
Grapples
Languages
Comprehension
Cryptanalysis
Linguistics
Mr. Fixit
Mechanics
Electronics
Demolitions
Notice
Observation
Awareness
Occultism
Ritualism
Thaumatology
Piloting
Helicopters
Jets
Planes
Riding
Land
Air
Sea
Underwater
Science
Botany
Biology
Chemistry
Physics
Sports
Baseball
Basketball
Cricket
Football

Note that for the purposes of our own sanity, people are generally assumed to be capable of speaking the common tongue of the world 'for free'. As such, Languages is used as their skill at deciphering unfamiliar languages (that the character shouldn't automatically know) or figuring out ciphers and other linguistics-based puzzles and problems.

Every character also starts with 50 Character Points. Character Points can be used to buy themselves little upgrades that increase their chances at survival in other worlds.

Keen Eyes: 5 CP per level

You gain small bonuses to vision-based Perception checks when applicable in your incarnations. You can buy this up to three times; the bonuses stack.

Keen Nose: 5 CP per level

You gain small bonuses to smell-based Perception checks when applicable in your incarnations. You can buy this up to three times; the bonuses stack.

Keen Ears: 5 CP per level

You gain small bonuses to vision-based Perception checks when applicable in your incarnations. You can buy this up to three times; the bonuses stack.

Keen Tongue: 5 CP per level

You gain small bonuses to taste-based Perception checks when applicable in your incarnations. You can buy this up to three times; the bonuses stack.

Keen Touch: 5 CP per level

You gain small bonuses to touch-based Perception checks when applicable in your incarnations. You can buy this up to three times; the bonuses stack.

Ambidexterity: 15 CP

You can use items or weapons in either hand without penalty. This gives small bonuses in situations where having no 'off hand' is advantageous, and means that you never are affected by 'off hand' penalties.

Attractive: 5 CP per level

You look especially attractive to others. Something about you just screams appeal. Every level of this ability increases your appeal to others. You can buy this up to five times.

Fast Reactions: 5 CP per level

You aren't easily caught off guard. Your Dexterity is increased for purposes of determining initiative if you aren't taken totally by surprise. You can buy this up to three times; the bonuses stack.

Good Luck: 5 CP per level

Sometimes it seems like the random number god isn't swinging your way, and sometimes you really need him to shift the odds back in your favor. If you have Good Luck, sometimes this happens. You can buy up to ten levels of Good Luck; Good Luck recharges if it hasn't been used for a while, and when it is available and you need it, you have a chance of shifting failure into success based on your Good Luck.

Hard to Kill: 5 CP per level

For whatever reason, you're awfully hard to keep down for good. In worlds where death is a slap on the wrist, this isn't usually such an important concern, but in worlds where death can kick you out of the game and cost you your progress, this can mean the difference between starting over from the beginning and surviving to fight another day. You can buy this up to ten times.

Achievement Badges

You can earn a variety of achievements in LUGS:

Social Achievements reflect your achievements while playing social games.

Personal Achievements reflect your achievements while playing personal games.

Character Achievements reflect your achievements while playing characters.

Big Spender Achievements reflect your ability to earn and spend Nexus Coins and Nexus Tokens.

Literary Achievements reflect your ability to write prompts and respond to writing challenges.

Artistic Achievements reflect your ability to compose art and respond to artistic challenges.

Each type has an assortment of individual badges that go with it, and each badge has ranks. You earn higher ranks (from nothing upwards) for continuing to partake of the activity that gives you credit towards the badge. Aside from giving you something to show off in your trophy case, earning badges occasionally gives other rewards.

Personal Achievement: One-Armed Bandit - You earn towards the One-Armed Bandit achievement by playing slot machines. Bonuses earned are mostly financial, with some character points thrown in for raw dedication.

One-Armed Bandit Achievement Bonuses:

Level 1: $20.

Level 3: $50.

Level 6: $100.

Level 10: $250, 1 CP.

Level 15: $500, 1 CP.

Level 20: $1000, 1 CP.

Level 25: $2000, 1 CP.

Level 30: $3000, 1 CP.

Level 35: $4000, 1 CP.

Level 40: $5000, 1 CP.

Level 45: $10000, 1 CP.

Level 50: $50000, 2 CP.

Each achievement gives roughly ten CP, starting at level ten and working upwards - or more if they are considered particularly difficult and deserving. CP are essentially munnic 'I get to power up a character' points.

Achievement Badges are given for reaching levels of accomplishment, and keep getting better as you do. When you reach a new achievement level, aside from getting a better badge, you often get other rewards.

Achievement Badge Levels
1 Recycled Badge A basic badge printed on recycled paper. It smells faintly of coffee.
2 Paper Badge A badge printed on sturdy white copy paper. It smells faintly of toner.
3 Cardboard Badge A badge printed on heavy-duty cardboard stock. The other side is blank.
4 Cotton Badge A badge stitched on cotton fabric, symbolizing your merit.
5 Woolen Badge A badge stitched on woolen fabric, symbolizing your talent.
6 Silken Badge A badge stitched on silken fabric. You're honestly not sure why someone would use silk for a badge.
7 Hide Badge A badge etched in an unrecognizable creature's hide. It's a bit unsettling.
8 Leather Badge A badge carefully tooled in soft goatskin leather. It seems to have taken some time to craft.
9 Scale Badge: A badge painted on the surface of a donated white dragon scale. It's beautiful, in the right light.
10 Bone Badge: A curious circular badge that seems to be carved out of (and into) a single piece of bone. Hopefully it didn't come from anyone too important.
11 Pine Badge: A circular piece of pinewood with a badge burned into the surface. It still smells faintly like pine.
12 Spruce Badge: A circular piece of sprucewood with a badge burned into the surface. It doesn't have a smell at all.
13 Cherry Badge: A circular piece of cherrywood with a badge burned into the surface. It smells oddly like peppermint, for some reason.
14 Cedar Badge: A circular piece of cedarwood with a badge burned into the surface. It smells strongly like cedar.
15 Oaken Badge: A circular piece of oakwood with a badge burned into the surface. It smells oddly like alcohol.
16 Redwood Badge: A sturdy piece of redwood with a badge carefully carved into the surface. It seems very resilient.
17 Lead Badge: A badge painted on a lump of lead. It's advised you handle it with gloves.
18 Nickel Badge: A badge artfully painted on a disc of nickel. It looks pretty decorative.
19 Copper Badge: A badge etched into a disc of solid copper. It looks like a collector's piece.
20 Bronze Badge: A badge etched into a disc of solid bronze. You could probably hurt someone with this.
21 Iron Badge: A badge etched into an iron disk. It could probably also double as a bludgeon if you put it in your sock.
22 Aluminum Badge: A badge laser-etched into an aluminum disk. It's light enough that you could use it as a frisbee if you were really bored.
23 Steel Badge: A badge laser-etched into a sturdy steel disk. It has a small hole in one end, in case you want to hang it from a lanyard.
24 Hematite Badge: A badge laser-etched into a disk of hematite. It is polished to a mirror sheen.
25 Electrum Badge: A badge etched into an electrum badge. You can't recall the last time you saw electrum before receiving it.
26 Silver Badge: A badge laser-etched into a silver disk. It's probably somewhat valuable.
27 Golden Badge: A badge laser-etched into a golden disk. It's probably valuable.
28 Platinum Badge: A badge laser-etched into a platinum disk. It's probably very valuable.
29 Garnet Badge: A badge laser-etched into a garnet's surface. It looks professionally done.
30 Peridot Badge: A badge laser-etched into a peridot's surface. It looks professionally done.
31 Topaz Badge: A badge laser-etched into a topaz's surface. It looks professionally done.
32 Opal Badge: A badge laser-etched into an opal's surface. It looks professionally done.
33 Moonstone Badge: A badge laser-etched into a moonstone's surface. It looks professionally done.
34 Sunstone Badge: A badge laser-etched into a sunstone's surface. It looks professionally done.
35 Crystal Badge: A badge made of crystal, with the image somehow suspended in it. How do they do that?
36 Jade Badge: A badge painted on the surface of a single piece of beautiful jade. The artwork is well done.
37 Ruby Badge: A badge painted on the surface of a single piece of beautiful ruby. The brushwork is very well done.
38 Sapphire Badge: A badge painted on the surface of a single piece of beautiful sapphire. The artist must be a master.
39 Emerald Badge: A badge painted on the surface of a single piece of beautiful emerald. The overall work is beautiful.
40 Diamond Badge: A badge painted on the surface of a single piece of beautiful diamond. Interestingly, looking through the other side, you see the same image.
41 Titanium Badge: A badge laser-etched onto the surface of a disk of solid titanium.
42 Mythril Badge: A badge somehow etched onto the surface of a mythril disk. Isn't this material mythical?
43 Nyxsteel Badge: A badge somehow etched onto the surface of a disk of nyxsteel. Isn't this stuff toxic?
44 Faesteel Badge: A badge somehow etched onto the surface of a disk of faesteel. It's oddly shiny…
45 Durasteel Badge: A badge somehow etched onto the surface of a disk of durasteel. What an odd brown color.
46 Neosteel Badge: A badge somehow etched onto the surface of a disk of neosteel. You wonder what the alloy is made of.
47 Orichalcum Badge: A badge somehow etched onto the surface of a disk of orichalcum. It seems to sparkle like the rainbow.
48 Adamantine Badge: A badge somehow etched onto the surface of a disk of adamantine. You wonder if you could use it to cut through things.
49 Neutronium Badge: A badge somehow etched onto the surface of a disk of neutronium. You're not sure you should be able to lift it.
50 Infinity Badge: All who look upon you will know that you have spent so much time on this achievement that you need no badge to prove it. But the tiny pocket dimension in the shape of a badge helps quell doubt.

Other things needed in no particular order:

XYZ Mapping System:

[z-level = 0]

Show area around your position as a series of 21 x 21 sprites with you at the exact center.

Base Layer - Environment. This is where you mark walls, floors, etc.

Obj Layer - Objects. This is where you mark map objects of note (dropped treasure chests, doors, etc.)

Main Layer - Creatures. This is where you mark the viewpoint character, as well as any other creatures of note.

Over Layer - This is where you put overlay effects (fog of war, clouds, etc.)

Cue Layer - This is where you put visual cues if applicable (noise marks, etc.)

… can you mix sprites on the fly to create an output graphic?

Base + Obj + Main + Over = Output? So what you actually see if Over is, say, black is just a black square no matter what… Whereas if over is 'mostly black' is a very dim outline… so you can just barely see something in the shadows; if you're above the ground and nothing else is on your z-level, you might see the ground below as normal but with greying overlays to denote height…

Viewpoint variant: You see the world as above, but only most clearly in the direction you're facing. Everything else is greyed out unless you have appropriate perception. For example, if you are limited to sight only and have no other senses (ie, you're a security camera), you simply can't see anything in any other direction.

If you have a low perception, you see the base layer of directions you aren't facing. If you have a decent perception, you also see object layers; this means you get visual notification when doors open, treasure chests fall, etc. If your perception is excellent, you may even see creatures sneaking up on you. However, it's advised you turn to deal with them before they bash you on the back of the head.

A creature that is not trying to be sneaky has an effective Stealth rating of zero plus any equipment modifiers; they will generally be noticed unless someone is particularly nonperceptive or something is distracting them. A creature that is trying to be sneaky uses their Stealth skill plus equipment modifiers. If they are currently better than a target's perception, they are unnoticed.

Creatures use their senses to detect an enemy coming - sight is the most reliable, as you can usually see an enemy unless they have some sort of cloaking device; hearing usually is how you evade someone by sneaking up on them. Still, some creatures also use smell. If something is concealed by an Overlayer, but still 'noticed', a small icon appears on the Cue layer to mark their presence - an eye for something seen, a nose for something smelled, or an ear for something heard. Anything seen, heard, or smelled that isn't on screen is still noted on the play-by-play text you see, though if you're not paying attention you might miss the note…

“You notice something moving far off to the west.”

“You notice something shimmering far off to the north.”

Occasionally, you may also hear, smell, or see things that are above or below you. In this case, you'll receive the text note, and a Cue Layer marking (with an up or Down arrow next to the eye/ear/nose) where the odd noise/smell/sight is if you can pinpoint it.

“Something is whirring very loudly on the floor above you.”

Oh. One more thing. If an edge of the screen turns bright white, that's because there's a blinding light source in that general direction. That's usually not a good sign. Likewise, white (or other overpowering nontransparent color) overlays usually mean something is temporarily blinding you with light. Lighter areas just mean something is illuminated with normal light instead of all shadowy-like.

Welcome to World's End

Total Population:

Inhabitants: Transients: Workers:

Working Off Your Death

“So, it looks like you got yourself in a bit of a splatter. Well, that happens. Perhaps fortunately for you, the Boss takes an interest in keeping people around. Perhaps unfortunately for you, he charges for his resurrection services. If you've got tokens handy, you can always bribe your way out without a fuss – a Nexus Token goes a long way, after all. Or, you can pay the cost of the resurrection in cold hard cash - the nastier your demise and the more difficult respawning you was, the more expensive it is to fix. Of course, if you happen to be low on coin, you can also work off your death by doing odd jobs for the Boss; you'll never stay dead while you owe the Boss money, but you'll likely find it an inconvenience until you finish paying up.”

In game terms, your charge bars will be actively drained while you're in World's End at a much faster rate if you owe money; this drain will very slowly pay off any debts you owe, as it is used to operate the power plants in town. You can also volunteer to do specific tasks around town for pay; if you owe money to the Boss, half of your pay will go to clear any outstanding debts. Likewise, if you make use of the banking services in town, any interest normally earned will instead be used towards your debts.

The standard cost for a resurrection from offworld is $5,000 in NexusCash. When you are resurrected, Amber Savonne will greet you the first time you respawn to inform you of the conditions involved.

Charge Bars

Events in game can affect your character's emotional state, driving them to exceed their limitations in order to achieve the impossible, or come back from the brink in a tense situation.

Momentum: Momentum charges up when you have a series of successes, or as part of certain heroic events. High Momentum can occasionally result in Moments of Awesome.

Desperation: Desperation charges up when you have a series of failures, or as part of certain plot-related misfortunes, and can occasionally result in Surprising Comebacks.

If Momentum manages to charge completely, you reach a Surge of Greatness. All abilities are increased dramatically for as long as you maintain Momentum, which begins to rapidly drain but refills as normal throughout the Surge.

If Desperation manages to charge completely, you reach your Last Resort; all abilities increase dramatically as you try for one last comeback.

Force of Will: Willpower Force of Mind: Intelligence Force of Body: Endurance Force of Might: Strength

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Maxwell 13

Liberators vs Guardians

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