adventure's People
adventure's Issues
Ideas
RPG engine with AI assisting gamemaster
The setting is an afterlife type world, it is an endless network of tunnels, extremely magical and mystical, there is no ceiling but it opens into an endless bright void
Each room is connected by tunnels and can range in size, they can contain all types of things, pools of lava filled with monstrous magma creatures, a lush forest built into the rocks, a small village inhabited by sentient creatures the players can interact with peacefully or not, etc, these are only examples
The players cannot die but can come back with some magical system
Setting:
Welcome to the Endless Labyrinth, a magical realm that serves as the afterlife for countless souls who have left their mortal lives behind. This realm is filled with endless tunnels and chambers, each one more unique and unpredictable than the last. The vast expanse overhead opens into an eternal, bright void that seems to stretch on forever.
Story Premise:
The players begin the game as newly arrived souls in the Endless Labyrinth, each having left their mortal life behind due to some unfinished business, great regret, or a desire to seek redemption. A mysterious entity known as The Keeper of the Labyrinth informs them that the only way to achieve their goals and find peace is to journey through the Labyrinth, delving deeper and deeper into its mysteries.
The players are Soulbound, spirits tethered to the Labyrinth who possess incredible magical abilities but are not truly physical beings. This allows them to adapt and evolve as they journey deeper into the Labyrinth, enhancing their abilities, gear, and even their spiritual forms. The players will need to explore, interact with various inhabitants of the Labyrinth, and overcome challenges and enemies in order to progress.
Gameplay & Combat:
3 Primary stats, strength, reflex, intelligence
-1 below average, 0 average, 1 expert, 2 world class, 3 superhuman
STR Based Skills, Endurance, Athletics, Grip, Throw
REF Based Skills, Perception, Acrobatics, Sleight of Hand, Stealth
INT Based Skills, General Knowledge, Deception, Persuasion, Survival
Choose spirit animal to model character after, Ragnar of the Eagle, Shif of the Wolf etc
The animal creates your skill and subskill arrays, it places 2 primary stat skills, optionally can have a negative in one to give another stat a boost
You gain 2 stats to represent the animal, Bear could be 2 strength
It can then optionally subtract from a stat to give to another, bear -1 reflex to give +1 intelligence
Ending with 2 Strength, -1 Reflex, 1 Intelligence
Spirit animal also gives 10 points around on the skills
Spirit animal also gives one unique relatively powerful spell/ability to the player, such as eagles soaring giving brief flight ability
Cogent Roleplay rules
Destiny points
Healers
Injuries gained during combat with stat negatives
Intelligence based role, with some reflex like sleight of hand
Core of this role is collecting herbs and materials to craft healing bandages, elixirs, poultices etc
Core spell that links an allies wounds to themselves, pov transfer, so they then apply bandages and cures to yourself which heals the allies wounds
Bone breaks, cuts, bruises, burns etc
Armour & Weapons
Daggers, Swords
Poleaxe, Spear
Mace, Hammer, Axe
Bow, Crossbow
Shields
Magic:
Enchanted items, sword imbued with flame that lights it on fire while drawn
Hammer than on impact releases a great shock of lightning
Arrow that explodes into a burst of water on impact
Imbue different equipment, blades, blunt force, stabbing blades, bows/strings, arrowheads, arrow shafts, shields, various armour components
Rituals
Ritual locations occur on the map and can have properties based on where they are located, a fiery ritual etc in magma area
Perform rituals to enchant items, place item in a ritual location surrounded by objects to represent the goals
Collect items in play to use in rituals, such as a minotaurs heart to represent intensity, magma beast core to represent fire
Rituals have intents on achieved goal, doesn't guarantee but impacts it
Activate the ritual with the intent in your mind, and roll to see effects of it
Learning and discovery involved, potential for intensely amazing creations if done perfectly
Worldgen:
Rooms in wonky grid of various sizes, only one entrance to each, tunnels winding around
Can be huge rooms or small ones, can have obstacles and progression in the room, with different ways of progressing
Rooms can be left unsolved, with really tough bosses left undefeated and players can come back to it later for another attempt, should feel like they need to prepare for encounters
Create room image, and create depth map for it, then parallax effect, to represent the vibe of the room
Rooms are placed, they have dimensions, type, contents, walls etc
Tunnels connect rooms
Tile grid, stats per tile, can occupy etc
Generate an image per tile based on description, use the borders of the neighbouring tiles and inpaint
Furniture etc are separate objects placed on top, can be blocking for movement
Need lighting/vision system
Can be boss encounters, normal combat, villagers you can trade with, etc etc etc
Map/Gameplay Loop:
Start in your home base which can be shaped and grown and furnished, store armour on stands, weapons etc to show off your achievements, get trophies from dead enemies or gifts of friendship from allies
Select rooms to explore, always has 3 available new rooms to progress through, or can have ones partially progressed
List past explored rooms and a description of the history of that exploration
Journal listing encountered factions etc
Can contact sentient factions, visit their home base if they are friendly directly, allies can gift you with horns that summon them to help in fights or solving puzzles if they are a wise race etc
Characters:
Generate player pictures, prompt language so it is almost the same output every time, include their worn items etc
Update when they change items
Appearance description, personality, ideals, flaws
Enemies:
Have status, photo etc
AI plots moves for them, describes what they plan to do and validity of that and outcome
Nemesis system, enemies have memories etc, if they escape a fight it can come back
Difficulty:
Players roll for their actions
AI/GM decides difficulty of this action, get all relevant info about the player and target and surroundings to include in this calculation
Difficulty slider gm can move as they progress, which biases the difficulties
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