Project Z
Posted: Mon Jul 12, 2010 6:27 pm
Project Z is only a pre-release name. It symbolizes the end of learning, we all start with our A,B,C's and advance on to Z. I want to put everything I have learnt into a project that above everything else will challenge me, educate me and inspire any future projects.
The game concept.
Project Z will follow an evolving world where everything is entirely player based. Taking the backbone of a realistic medieval environment and turning it into a persistent atmosphere of "survival of the fittest" while encouraging leadership, manipulation but above everything friendship.
The world will spiral from corruption, power, fame and honor. Players will be divided by their morals, wits and daring inability to form communities and groups, armies and kingdoms to oppose those with contrasting opinions.
Players will be rewarded for the time, effort and enthusiasm they contribute to the world, with several positions for players to gain, starting as a peasant with no coin, home or worldly possessions, at the age of 16 - Advancing towards becoming the Overlord of the world, where no coin is necessary and the world is yours to command at the age of 90, but it's not without resistance from opposing factions. However, they may choose the path of the faith, control people based on religion, cult or passion, warriors of justice and the Holy order - few names in an ever evolving world.
The aim of the game:
Unlike many games, the aim isn't to gain one million levels and gain more money than possibly and realistically useful, there are a total of 5 levels at the moment, with a vast array of gain within each. Every level 1 through to five represents a stage in the characters life, from gaining a home at level 1 and becoming an apprentice within a select amount of professions - all the way to level 5 which holds more secret abilities than any other player can dream of. The game revolves around status and social worth, while a player may be able to take over a town single-handedly with a fine steel sword and lots of tactics, without the support of the citizens or a small militia the invader has no chance of surviving for long. The aim is unity through power, status and strategy.
A lot of games powerhouse the players at the top of the leader board, but in this game, that leader board is created by the players.
Individuality:
Each player will live their lives according to their desire, some may crave wealth while others enjoy community festivals or politics. Everything will be crafted from the earth upwards, resources will have a quality of 1 to 5, going into decimal numbers. The better the combination of resources, the more advanced the refining process will be. Each recipe must be discovered and it is then up the player to record and distribute that secret, if they so wish to. For example: 20 grade C wood and 10 grade C iron. - Most processes will be done in stages, for example a sword will require the blade to be made, handle to be made and then assembly. It will then require sharpening. This gives the potential for real business like team-work to be initiated as these processes take time!
The world will be completely shadowed by an interface of game-play instead of numerical logistics and health bars, players will be enslaved by the myths of society, for example: Stats are not visible to the player, and it is therefore up to communication in order to find out how to improve ones stats.
This isn't to say the players strengths and weaknesses will not be measurable, as certain in-game actions or events will display the players true potential -
Stats will be increased through life style rather than leveling up and fighting, what the character eats for example, and the kind of jobs they take.
Currency:
Wealth in the game is divided by possession, status, and monetary gains - While a peasant may have to save up for a sturdy sword, a man in the army is given one in commission of duty.
Time and actions:
The game takes place in "days". The player can divide actions using hours of that day, for example, spending 10 hours plowing a field and 2 hours travelling and so on...
There will be 24 hours in a day, and most serious actions will take up a good quantity of that time alone; travelling to another town, working or training. Certain possessions will increase the rate of productivity, ox-carts for working in fields, horses for travelling, an apprentice system for manufacturing.
Towns and Community gatherings:
A 'Town' will start as a small gathering of people, forming a village. Produce and environmental gain will bring business, which will encourage growth and immigration, businessmen will move there to increase profit from the resources gained and travelers will spend money in the INN on their travels.
A town is governed by an in-game system for the "government" - this could be a band of unruly pirates to a well organised town of democratic leaders. There will be minimal NPCs and eventually none.
Gatherings will build as a community, taverns, Inns, shops and town-halls - to Grand Inns, Shop complexes and a grand Castle. Each building will take time to build in respect to it's worth, size and complexity. Castles, for example will take a very long time to build and will required lots of expert builders to finish off nicely.
- Much more too...
The game concept.
Project Z will follow an evolving world where everything is entirely player based. Taking the backbone of a realistic medieval environment and turning it into a persistent atmosphere of "survival of the fittest" while encouraging leadership, manipulation but above everything friendship.
The world will spiral from corruption, power, fame and honor. Players will be divided by their morals, wits and daring inability to form communities and groups, armies and kingdoms to oppose those with contrasting opinions.
Players will be rewarded for the time, effort and enthusiasm they contribute to the world, with several positions for players to gain, starting as a peasant with no coin, home or worldly possessions, at the age of 16 - Advancing towards becoming the Overlord of the world, where no coin is necessary and the world is yours to command at the age of 90, but it's not without resistance from opposing factions. However, they may choose the path of the faith, control people based on religion, cult or passion, warriors of justice and the Holy order - few names in an ever evolving world.
The aim of the game:
Unlike many games, the aim isn't to gain one million levels and gain more money than possibly and realistically useful, there are a total of 5 levels at the moment, with a vast array of gain within each. Every level 1 through to five represents a stage in the characters life, from gaining a home at level 1 and becoming an apprentice within a select amount of professions - all the way to level 5 which holds more secret abilities than any other player can dream of. The game revolves around status and social worth, while a player may be able to take over a town single-handedly with a fine steel sword and lots of tactics, without the support of the citizens or a small militia the invader has no chance of surviving for long. The aim is unity through power, status and strategy.
A lot of games powerhouse the players at the top of the leader board, but in this game, that leader board is created by the players.
Individuality:
Each player will live their lives according to their desire, some may crave wealth while others enjoy community festivals or politics. Everything will be crafted from the earth upwards, resources will have a quality of 1 to 5, going into decimal numbers. The better the combination of resources, the more advanced the refining process will be. Each recipe must be discovered and it is then up the player to record and distribute that secret, if they so wish to. For example: 20 grade C wood and 10 grade C iron. - Most processes will be done in stages, for example a sword will require the blade to be made, handle to be made and then assembly. It will then require sharpening. This gives the potential for real business like team-work to be initiated as these processes take time!
The world will be completely shadowed by an interface of game-play instead of numerical logistics and health bars, players will be enslaved by the myths of society, for example: Stats are not visible to the player, and it is therefore up to communication in order to find out how to improve ones stats.
This isn't to say the players strengths and weaknesses will not be measurable, as certain in-game actions or events will display the players true potential -
Stats will be increased through life style rather than leveling up and fighting, what the character eats for example, and the kind of jobs they take.
Currency:
Wealth in the game is divided by possession, status, and monetary gains - While a peasant may have to save up for a sturdy sword, a man in the army is given one in commission of duty.
Time and actions:
The game takes place in "days". The player can divide actions using hours of that day, for example, spending 10 hours plowing a field and 2 hours travelling and so on...
There will be 24 hours in a day, and most serious actions will take up a good quantity of that time alone; travelling to another town, working or training. Certain possessions will increase the rate of productivity, ox-carts for working in fields, horses for travelling, an apprentice system for manufacturing.
Towns and Community gatherings:
A 'Town' will start as a small gathering of people, forming a village. Produce and environmental gain will bring business, which will encourage growth and immigration, businessmen will move there to increase profit from the resources gained and travelers will spend money in the INN on their travels.
A town is governed by an in-game system for the "government" - this could be a band of unruly pirates to a well organised town of democratic leaders. There will be minimal NPCs and eventually none.
Gatherings will build as a community, taverns, Inns, shops and town-halls - to Grand Inns, Shop complexes and a grand Castle. Each building will take time to build in respect to it's worth, size and complexity. Castles, for example will take a very long time to build and will required lots of expert builders to finish off nicely.
- Much more too...