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tower:worlds:worldsendnexus:start

World's End Nexus

General Plot

You are one of the many people who have decided to brave the misty depths beyond World's End to discover what lies beyond the Void. It contains wisps of many alternate realities and worlds, bad language, crazed inhabitants, and other such mysteries. In short, investigating it should be a lot of fun, right?

Game Structure

The game is divided into multiple worlds, each of which is explored on a two-dimensional scale. The primary world is the area around World's End; worlds 'above and below' are based on specific worlds or folklore. It is based heavily off of Land of Devastation, with influences from a variety of other sources.

Maintenance Period

Every so often, the game has a maintenance period - this is when interest is paid, finances are redistributed, shops are restocked, and so forth. As such, it is important that this event occurs. Implementation may require manual intervention or a tolerant player.

Game Mechanics

The game utilizes various attributes that influence your damage, hit rate, evasion rate, and other fortunes during combat. Likewise, you develop skills through usage. You can die and be resurrected (but will lose all of your experience past the last level earned - and your stuff will be left where you died). You can equip various items to increase your combat survivability, as well as carry other items you can use to extend your survival. You can carry items up to your weight limit, but traveling and combat becomes more tiring the more you're carrying. You can build fortresses within the worlds to support your ongoing search for knowledge and glory, and can equip them with supplies such as teleporters to transport you quickly between them.

Combat Mechanics

Combat consists of three distinct phases - pre-combat, long-range combat and short-range combat. For situations like attacking a fortress or encountering a mine, pre-combat is the moat or explosion; in most cases, pre-combat is the conversational portion, where you can gracefully avoid combat under the proper circumstances. Long-range combat lets you use ranged weaponry to attempt to hit your target before closing to short-range combat.

Equipment

There are a variety of things you can equip for combat. Body armor protects against the majority of attacks you receive. Helmets protect your head against certain hazards and headshots, and may give other advantages such as an HUD or sensor systems. Footwear protects your feet against certain hazards and may be important in certain worlds. Gloves protect your hands against certain hazards and may improve your bare-handed combat damage. Shields can be equipped in your off hand to block attacks. Accessories are a generic term for 'things you can use that don't fit into a previous category', and can be anything from magic rings to medic-assist under-armor linings. You can equip a long-range weapon, as well as a weapon in your main hand and a weapon or shield in your off-hand (auxiliary) slot.

Using a shield gives you the option to Block (multiplying normal deflection chances by four, but costing your attack); using a weapon in the auxiliary slot gives you the opportunity to switch between them in combat (useful if your primary weapon requires energy.)

There are also a broad variety of items you can use in or out of combat, such as food and medicine, computer systems, lights, and other items.

Enemies also use equipment - they spawn with it in their possession or already equipped on their person. Items in an enemy's possession have a chance of being broken or disappearing on drop; intrinsic items such as a creature's Firebreath always disappear, while weapons they're holding have an excellent chance of remaining behind. Equipment destroyed in combat always disappears!

Monsters

Monsters tend to spawn with equipment already pre-set, which they use in combat. There is a chance per monster that the individual items they are carrying in inventory may exist, and a chance per monster that these items may disintegrate when dropped (or simply not drop at all, in certain items' case.)

Likewise, monsters may drop different currencies; monsters in Hyrule might drop Rupees, whereas monsters in World's End might drop $D (dollars).

Monsters use the same combat rules as PCs - they equip items, they have Dex and Agi ratings that control their accuracy and evasion, and they have a Str rating that controls how much damage they inflict with their short range weapon. They may also have special skills not available to PCs.

Fortresses

Players can build fortresses anywhere that isn't already occupied by a fortress or town in order to make a safe camp for themselves that provides them with numerous benefits. Reactors let them accumulate energy, weapons and shield systems defend the fortress while sturdy walls help it survive repeated onslaughts, defenders fire their weapons at intruders and defend the fortress if it's broken into, the vault safely stores items and wealth, scavengers pick up items dropped nearby, recyclotrons recycle unwanted junk into usable components…

A Fortress costs $E500,000 to build, and comes with some basic options:

  • Stone Walls: Until upgraded, you have basic Stone Walls, which an intruder must batter down in order to get in. Stone Walls have 100 HP.
  • Storage Vault: Any fortress can store a near limitless amount of items (technically, it stores 100 tons of items; you can expand this, but shouldn't really need to).
  • Energy Cell: Your fortress comes with a basic energy cell that can be charged with energy items from your inventory. By purchasing an appropriate Link, you can recharge empty power cells as well.
  • Storefront: You can set up a storefront outside your fortress to sell up to eight items, and to restock people's commodity supplies.

You can purchase a variety of upgrades for your building, including:

  • Defense Screens: Provide better defense for your fortress, but require energy to recharge.
  • Better Walls: Stone walls may a fortress make, but you can buy better.
  • Generator: Generate your own energy to power defense screens and weaponry.
  • Weapon Systems: Buy weapons for your fortress to deter enemies with extreme force.
  • Teleporter: You can build a teleporter into your fortress to rapidly send you to distant locations or other fortresses.
  • Linkups: Linkups allow your energy cell to recharge empty or partially drained energy cells.
  • Expanded Energy Storage: Allows you to store more energy.
  • Generator: Generators automatically recharge your energy cell every maintenance period.
  • Stealth Field: Allows your fortress to be hidden from public view unless someone is in the same square.
  • Proximity Field: Allows your fortress to open fire on anyone that enters its proximity. A good way to ensure you get fewer visitors.
  • Tollbooth Option: Allows you to charge a toll for people entering within your proximity; if they don't pay, your fortress starts shooting.
  • Factories: Factories manufacture common goods, giving you a steady supply of them. They require commodities to produce these goods, and cost about three times the list price of the commodity.
  • Minelayer: Minelayers distribute any mines your fortress has in inventory at random locations within the range set for the fortress - another handy way to convince people to stay away.
  • Scavengers: Scavengers locate any items within the fortress's range and recycle them for 10% of the appraise price of the item.
  • Recyclotron: Converts items into commodities that a factory can use, or that can be sold elsewhere.

The World At Large

If you have a Portable Recyclotron, you can recycle items for component parts. You can also Junk items (remove them from existence) for a reward of 1% of their appraise value, minimum 5 E, which beats carrying them around and ensures that items don't clutter the world by providing incentives to destroy them.

You can spot items left on the ground from a distance, as well as see terrain functions. You cannot see monsters.

Commodities

Commodities are bought and sold at certain locations, as well as being acquired when you recycle materials in a Portable Recyclotron or Fortress Recyclotron. By careful management of your commodities, you can make a fortune.

Commodity Name Type Used For
Steel Metal Typical weaponry
Lead Metal Ammunition
Titanium Metal Excellent weaponry
Gold Metal Electronics, valuable
Plastic Other Various
Leather Other Various
Rubber Other Various
Antiseptic Chemicals Medkits
Coagulant Chemicals Medkits
Stimulant Chemicals Medkits
Sedative Chemicals Tranquilizers
Regenerative Chemicals Medkits
Antibiotic Chemicals Cure disease
Antivenom Chemicals Cure poison
Cloth Other Various
Fuel Other Fuels combustion generators
Alcohol Other Good for fuel, antiseptic, socializing

Medkit: Antiseptic, Coagulant, Stimulant, Regenerative, Cloth.

Currencies

The currency used in World's End is the Emp, a literal energy credit, but other currencies exist, including Dollars and Gold Coins. Be advised that currency exchange might be necessary, and that any currency you're carrying takes up some weight. Currencies tend to suffer from different exchange rates from day to day - the following is a relative value.

Currency Relative Value
Emp ($E) 1.000
Dollar ($D) 1.000
Rupee (%R) ?
Gold Coin ($G) ?

Design Plan

Phase 1 - Map Navigation built with test overworld and test city maps, establish navigation functions as expected. User should be able to exit city map to get to overworld map and vice versa.

Phase 2 - Map Feature design - City level. Placeholders for shops, tavern, adventure hall, etc on map, including ability to enter/exit them.

Phase 3 - Map Feature design - Overworld level. Terrain shorthand description ('Grassland' vs 'Hills') and basic implementation of terrain types.

Phase 4 - Basic character design. Allow person to name character, choose gender (nonbinary), other basic starter choices.

Phase 5 - Basic combat design. Add a single encounter to the test overworld to test basic combat mechanics (fists vs low-level monster).

Phase 6 - Level up mechanic. Implement mechanic whereby returning to World's End when sufficiently experienced increases level, set up ability to increase stats with level up points.

Phase 7 - Set up equipment slots. Long Range Weapon, Close Range Weapon, Auxiliary Weapon/Shield, Helmet, Body, possibly legs, feet, hands, accessories? Also create an example of each item type to equip in these slots later.

Phase 8 - Set up general (unequipped/storage) inventory.

Phase 9 - Set up and test equippability on a per slot basis - trying to equip an accessory slot should only show available accessories, for instance.

Phase 10 - Set up and test monster item equip - create a second monster with equipped items and make sure it fights differently than the first.

Phase 11 - Set up monsters to drop equipped items on death, and test to ensure monsters drop them appropriately.

Phase 12 - Set up armor damage - armor having hit points, and becoming useless when out of hit points. Ensure that this applies to both players and monsters. Ensure that the item dropped when the monster is defeated, likewise, remains damaged.

Phase 13 - Set up 'doesn't always drop' chances for monster, as well as 'doesn't always appear' chances for non-equipped monster items. Test to make sure that it works.

Phase 14 - Test ammunition (energy for powered weapons, bullets for guns, etc.) Make sure that weapons work properly (deducting ammo as used), and don't work when out of ammo (can't fire a long range weapon that's out of ammo, short range weapon does less damage when unpowered). Make sure monsters use up ammo as well.

Phase 15 - Finish pre-combat function skeletons - monster arrival descriptions, options for friendly encounter, talk, surrender, run, etc.

Phase 16 -

tower/worlds/worldsendnexus/start.txt · Last modified: 2017/09/08 23:57 by 127.0.0.1

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