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Progression #12

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sofar opened this issue Nov 2, 2016 · 0 comments
Open

Progression #12

sofar opened this issue Nov 2, 2016 · 0 comments
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@sofar
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sofar commented Nov 2, 2016

Describes progression complex - how various resources, locations, biomes, entities etc all are layered in tiers.
Describes how to limit players from obtaining items and terrain that are in content that is too hard for their progression

The game shall provide increased difficulty content, we call these "Tiers"

In each Tier, the player can only obtain resources that are of a certain level quality. When properly using the resources in that tier, the player should be able to effectively farm that Tier content, and when the player has fully farmed that Tier, they should be able to safely start progressing to the next Tier.

The Tier consists of both resources, terrain, monsters, etc.

Base Tier (1)

  • stone, wood, cloth, leather are the main farming resources
  • location: world surface, immediate underground cave areas
  • tin, coal, copper
  • provides basic clothing only, primitive weapons
  • no real monster danger, monster damage is easily recovered
  • basic food is plentyful
  • simple alchemy is not possible, but basic alchemy materials become available

Second Tier (2)

  • Special surface and immediate subsurface areas with more difficult monsters
  • opens up the ability to make bronze, needs crucible
  • iron, silver for bling
  • basic metal armors become possible
  • alchemy is not required, but really helpful. better alchemy materials become available
  • player survivability is boosted
  • monster damage is deadly to unprepared players, but manageable for players who have basic armor and don't attract many monsters at the same time

Third Tier (3)

  • much deeper stuff, stuff up in the sky, extremely random surface structures
  • steel, gold for bling, needs heavy anvil and hammers to forge into tools
  • heavy armors can be made
  • alchemy materials are available, is required, and player needs lots of tier 2 alchemy materials
  • significant item enhancements become available?
  • player survivability is further boosted
  • monster damage is overwhelming quickly and player will get killed if not prepared.
  • improved transportation (rails?)
  • basic automation (current generating crystals, machines)

End Tier (4)

  • no new resources
  • just most difficult content/monsters
  • once-a-realm type event
@sofar sofar added this to the 1 milestone Nov 2, 2016
@sofar sofar mentioned this issue Nov 2, 2016
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@sofar sofar added the WIP label Nov 2, 2016
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