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My vision document for Trillek
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Vision for Trillek | |
================== | |
This is my vision for Trillek. This is intentionally brief: it's not a | |
design document. | |
Pillar #1: Multiplayer | |
---------------------- | |
Trillek is primarily a multiplayer game. It will have a singleplayer | |
component, but it won't have a narrative or an ending. Nothing in the | |
singleplayer mode will be inaccessible in multiplayer. Players will be able | |
to open their singleplayer worlds for access by their friends over LAN or | |
the internet. | |
Again, Trillek's focus is on multiplayer, but singleplayer will still exist, | |
and modders are of course free to create singleplayer campaigns, challenges | |
and adventures. The base game might in time incorporate things like these, | |
and maybe some achievements or something, but they will not be core targets | |
for initial development. | |
Pillar #2: The Ship | |
------------------- | |
The most important mechanics in Trillek are the ship and the computer that | |
controls it. Your ship is your means of travelling, your shelter, your | |
greatest asset, your only companion and your most powerful weapon. Your | |
ship is also infinitely customisable, physically and electronically. | |
Ships come in all shapes and sizes, from the tiniest fighters and shuttles | |
to the mightiest super-dreadnoughts. Mining ships, military ships, explorer | |
vessels and general purpose shuttles will all exist, through customisation | |
for a purpose rather than arbitrary definition by developers. | |
Every computer, thruster and rocketpod will consume power. Shields will | |
draw massive amounts of power. You will have to manage your power - or get | |
the computer to do so for you - if you want to survive. | |
Pillar #3 - The Computer | |
------------------------ | |
Programmable minicomputers are the backbone of any spaceship. The computer | |
complements the ship. The 'default' ship will come with an assortment of | |
simple programs. These will allow you to manually control the ship, | |
including thrusters, weapons and warp drives. These won't last you long if | |
you want to customise or automate things or if you want to network multiple | |
computers to share the work. | |
Thankfully, the ship's computers are fully programmable all the way down to | |
assembly language. They are full general purpose computers, modelled at a | |
low level. Whether you write an operating system in assembly or a friendlier | |
ship navigation tool in `sh`, in the end it will all be written by players. | |
Pillar #4 - The World | |
--------------------- | |
There is no narrative, but there certainly is a world. Throughout the world | |
there will be secrets to find, such as mysterious floating hulks and strange | |
areas of hyperspatial interference. Some players will inevitably work out | |
the reasoning behind all of this, but it will not be spelt out explicitly. | |
In the future, procedural generation of lost voice recordings, documents and | |
other similar items would be a worthy goal. Dwarf Fortress proved this was | |
viable for a single developer to implement. We can do it too. | |
Pillar #5 - The Mods | |
-------------------- | |
Last, but certainly not least, modding. Modding is a crucial aspect of the | |
game. Mods should be first-class within the engine from day one, rather than | |
tacked on at the end. Mods will allow the creation of new placeable objects, | |
new scenarios, new materials, and just about any other in-game object. They | |
can affect world generation and literally everything in the game. New CPU | |
architectures could even be implemented as mods, although obviously not as | |
efficiently as ones implemented in the engine as core components. | |
Modding is crucial to content creation and the survival of the game. A small | |
community cannot create or maintain large amounts of content. Players will | |
always want more than developers can provide. Modding is a way around that: | |
players will make their own content. This lets the development team spend | |
time working on core mechanics that really extend the frontiers of the game, | |
rather than automatic rifle #12 and small thruster #7. | |
Skills | |
------ | |
Your skills are those skills you acquire while playing the game. Your skill | |
at programming your ship's computer, your skill at manoeuvring your ship, | |
your skill at judging friend from foe, these will all improve as time goes on. | |
Your character does not have skills, you do. | |
Combat | |
------ | |
Personal combat will not be a focus for the game, and certainly not early in | |
development. Melee combat will initially consist of only a simple attack, | |
nothing complicated like MnB:Warband, which is overcomplicated enough to be | |
an entire game of its own for players to get used to. Combat isn't the focus | |
of the game, so this is overkill. Ranged combat will initially the the use | |
of a few simple guns. Weapon customisation is a worthwhile goal for the future. | |
Boarding other ships should be more fun once this area of the game is further | |
extended. | |
Ship-to-ship combat is, in comparison, a core feature. Rockets, guns and | |
missiles can all be attached at various points to ships and used defensively | |
and offensively. Shields, disruptors and other gadgets can all be used. |
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