Description
Gameplay consists of how the world of Robert Jordan will be built in the
Morrowind engine. This includes the magic system, transportation methods,
events, and anything that needs discussion and design to make the mod behave as
much like the Wheel of Time world as possible. The objective is to make
the player feel as if they have entered the world of the books. The game
engine will never be able to mimic that exactly but our main mission is to
provide a realistic framework.
Table of Contents
NCP's
Companions and groups
Children
Sitting
characters
Transportation
Slow
transport
Fast
transport
Non-magical
Boats
Horses
Carriage
and wagons
Ways
Magical
Traveling/Gateways
Skimming
Traveling
Circles
Book Story
We need to discuss how companions and groups will work. Morrowind is
not great with companions. Lots of issues. Do we want to have
specific small quests that use companions? Do we want the player to be
able to pick up companions and carry them through the whole game?
Children are needed. Hopefully, by the time we get to placing
characters, children will be a reality in another mod. This is listed at a
medium-high priority in the model section
This is a nice to have. It is on the list of models but at a low
priority
This section will detail all the types of transportation the player can use
and how it will be implemented. Details may be found in the scripting
section.
Obviously just walking and running.
Normal boats like in Morrowind.
Is there any real need to have the player see his
passage or own a boat or anything? There are existing mods out
there that do this. I think it is a low priority to pull in that
scripting. Comments?
Big problems with horses. We need a good horse model.
Minimum: Horses are like silt riders. You go to a stable
and hire a horse and are immediately transported to your destination. No
riding animation needed. No seeing the sights along the way.
Companions, if we have them, will automatically come along. In fact,
best thing would be that your price would be higher if you have a
companion. Script testing needed to see if this is
possible.
Model: there is a current model of a horse out
there. Need to find the artist who is doing it. Need to make sure we
get the minimum of what he develops so that even if we go with this option, we
have a horse.
Optimum: The ability to buy or hire a horse, get on, ride
it. See your companions riding a horse as well.
This will all depend on whether the current efforts to create horses are
successful.
Same as silt riders. Player comes to a carriage stand and hires the
carriage. Player is immediately transported to destination.
Can player buy a carriage or wagon?
Do we need to have start and end points like they do in Morrowind?
Where when you get to your destination, you are always at a carriage/wagon stand
and can hire another?
Ways are listed under non-magical because you don't need magic to use
them. You do need to know how to open them. How
will the player learn to open them?
Predefined locations:
There is a mod out there that scripts traveling to predefined
locations. One for each region/nation. The scripts just need to be
modified for the WOT mod.
Issues:
-
Player would pick from a menu. Not like the books but no other way
to do it.
-
Menu would only have a small number or would end up too unwieldy.
Maybe one for outside each major city and town and special site.
Player defined locations
Player can set a specific location. Nice to have since it would allow a
magical player to travel inside buildings or other locations to fulfill quests,
steal, etc. It would be nice if the player could set 20 or so of these
locations.
Issues:
-
Player must set the location prior to later wanting to go there.
This is not like the books.
-
Only a predetermined number could be kept. Player would have a menu
that allows them to pick the defined ones. Not like the books.
-
Scripting is large. Good thing is that it is not hard. I have
scripting that does this already. It just needs to be modified for the
WOT world. The MultipleMark mod comes with a perl script that can be
run on a mod that builds the list of all cells.
Companions:
Companions can be handled in several ways.
- If we have only a certain set of NCP's that can be used as companions,
scripting can take care of this if companion is within x distance. Maybe
have an option that says "take companions with?"
- We could also have an amulet, scroll, whatever that you get when you get a
companion. This would allow the player to activate it and the
companion comes to you no matter where you are. See section on
companions for other limitations such as what happens when you leave a
companion.
Since Rand is the only one who actually does this, it is a very low
priority. Player either learns traveling or not.
Possibility of this, but only to go from one stone to another.
Unless we find ourselves way ahead of schedule. Those who would use this
would need a lot of research at the various libraries. And would slowly
learn them.
Create a "traveling circle journal." It would be updated as
the player learned different locations. Not sure if this is possible
without making 100 different journals. It would be nice to make the
player pick the destination and only figure it out by guess or what they have
learned. Mapping all the locations by just trying them all should be
discouraged. Maybe the rest period will be long or a global variable
that counts the traveling circles used for a period. If it hits too
high, the player is told they cannot use the circle until they get rest and
food or something.
This section will describe how the player will know of events that happen in
the book.
Possibles:
- Rumors
- Topic discussions
- Town notices
- Parts of the player main quest
- Something else
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