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Table of Contents
Ghostwood Game Engine
Mostly Local Concepts & Ideas
- DIANE: Entire game engine should be accessible through descriptive text and text inputs.
- RR: WebGL graphical rendering.
- Game should be able to run in both the WebGL and the DIANE engine simultaneously and synchronously.
- There could be secret areas of the game, whose assets are protected with encryption key that can be provided by GLASS later on.
- Can additional script be appended to the game as an asset?
- Areas can attach to different clocks: UserPlotClock, PartyPlotClock, UserRealClock, PartyRealClock, InstancePlotClock or AreaPlotClock, InstanceRealTime or AreaRealTime.
Mostly Online Concepts & Ideas
- Game will have a seeded and centralized server list.
- Multicastable cloud state for each Player Profile.
- Multicastable cloud state for each Player Character's social status (for parties/groups.)
- Transferable cloud state for each Player Character's entire profile and individualized area, realm and universal states.
- Instances for heavily crowded areas. Keeps party/group together, and divides everyone else up evenly.
- Areas, realms, and the game as a whole can contain individualized state (per Player Character), party state, server-instance state, and distributed global state.
- Lighting and layering effects: Lightning, fireworks, rain, snow, etc.
- Defer Rewards (for later in the scene)
- Defer MP Notifications (for after a cutscene, or during flashbacks, etc…)
- Progress Sequence of Related Quest Tasks (i.e., raise Trust to 10, 20, 50, 100, 150, etc…) each unlocking access to new event scenes.
- Disembodied tongue
start.1736033734.txt.gz · Last modified: 2025/01/04 15:35 by jeffd