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Mystery Project

Introduction

The Mystery Project (provisional name) is a 2D, tile-bases, top-down, turn-based, single-player RPG set in New England several years after the American Revolutionary War.

It has a Lovecraft-inspired horror theme but is taking place much earlier than most of his works.

Useful links:

  1. http://tome.dreamer.hu/index.php?search=ok&f_name=&f_char=&type[cth]=on&hp_min=&hp_max=&depth_min=&depth_max=&submit=List

The main goals of the game are:

  1. Different gameplay for each class.
  2. Mostly-random world
  3. Horror

Minor goals:

  1. Different story for different alignments (evil/neutral/good) classes.
  2. Partially-random side quests

Time Line

Phase 0 [Initial Design]

mid April - early August 2009 (3.5 months, part time).

  1. Preliminary design&research, April - August 2009 (Ido).
  2. Graphics - 1st version, June-July 2009 (Tom).
  3. Music - 1st version, May - July 2009 (Matt).

Phase 1 [Alpha]

early August - early October 2009 (2 months, full time).

  1. ?

Phase 2 [Private Beta]

early October 2009 - early December 2009 (2 months, full time).

  1. ?

Phase 3 [Public Beta]

early December 2009 - early February 2010 (2 months, full time).

  1. ?

Design

Aesthetics

Required

Important

Nice to Have

  1. Rain.
  2. Thunder & lightning.
  3. Muzzle flash.
  4. black-powder smoke after firing.
  5. Shadow for text.
  6. rotate found item pictures randomly.
  7. particle-effect explosions
  8. screen shakes
  9. fade in/out
  10. blood spatter
  11. corpses

Technology

Required

  1. Java 2D.
  2. Applet, 800×480 pixels big.
  3. full screen, 1024×576 (wide screen, 32×18 tiles) or 1024×768 (3:4, 32×24 tiles)
  4. Square tiles (32×32).
  5. 2D Top-down view.
  6. 4-directional movement.
  7. Mouse controlled, 8-directional movement (optional num pad movment/optional click&hold or click to enable walking mode).
  8. floats for smooth character movement

Important

  1. Online market place where players could barter with one another for in game items
  2. mini map.

Nice to Have

Mechanics

Required

  1. Random cave.
  2. Random crypt.
  3. Karma.

Important

  1. Random wilderness.
  2. Random town.
  3. Random building.
  4. Relatively linear, pre-made main quest (3 branches - evil, neutral & good).
  5. Money & shops.
  6. Actions of all entities are performed at the same time.
  7. movable/destroyable boulders/terrain/walls

Nice to Have

  1. underground rivers in cavern?
  2. Different pre-made story/tutorial level for each class to go through when starting the game
  3. Pre-made set of side quests, a random subset of which is encountered each play through.
  4. a few small pre-made location relating to the main & side quests.
  5. Switches can be flipped remotely by throwing.
  6. Generic & specific entities & items (and of different quality).

Story

Required

  1. Horror.

Important

  1. Lovecraft-inspired.
  2. Late 1700's - early 1800's1815.

Nice to Have

Game World

Player Character

Classes

  1. miner (worked nearby the cave)
  2. vet (heard from allied natives about cave and the cult/magic/gods within)
  3. bandit (hiding out and finding it by mistake)
  4. alchemist (seeking knowledge, found out from (the journal of?) another scholar that went insane)

Attributes

Alignments

Skills

Enemies

Quests

Weapons

http://en.wikipedia.org/wiki/Category:18th-century_weapons

http://www.angelfire.com/ny5/firstwar77/wep.html

http://www.doublegv.com/ggv/battles/tactics.html

Flintlocks:

  1. Rifle (Baker rifle)
  2. Musket (Model 1795 Musket)
  3. Carbine (1777 / AN IX model)
  4. Pistol (New Land Pattern Cavalry Pistol)

Melee:

  1. Sword (1796 heavy cavalry sword)
  2. Sabre (1796 light cavalry sabre)
  3. Small sword ()
  4. Bayonet (Brownbess Bayonet)

Armor

?

Utilities

 
mystery_project.txt · Last modified: 2011/07/15 12:23 by 109.254.49.8
 
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