HArena1 - alpha codename

Miniature Multi-Developer OnGNUNet[p2p] Role-Playing with Fighting and Arcade elements Bideo Juego (MMD-P2P-RPFAE-BJ)

Studio 56's OldSky games division, in conjunction with The Ultimate Wizard Council, brings you a game thats been in alpha for 8 years and will continute to be in alpha pretty much indefinitely due to the way versioning will work...

The Point is that It Is An Alpha Game, we, as developers, have the freedom to make the game that is the most fun to play. let us exercise that freedom, and withold our subscription fees from microsoft-blizzard-activision-disney-netflix-time-warner-AT&T .

What this document provides is a framework for you to get started as one of the developers. I want the game to have 11 other developers besides me.

Miniature

It is not massive, it is a demo. It is a focused study. It is a highly specialized model.

Multi-Developer

IDC about player feedback. I don't want testers. I already know what the opinion of people I don't care about their opinion's about opinions are, and I don't care about them. I want to WORK with OTHERS, who are PEERS. Creating an experience that we all enjoy, working as a unit, for a shared project, to push the limits for the sake of it, not to meet some deadline for shareholders.

On GnuNet [p2p]

described in section Networking below

Roleplaying, with Fighting and Arcade elements

my common schpeal: "endgame should feel like a mirror match between 2 lvl3 X-Factor Dark Phoenixes in mvc3" but also the pacing is different and there is a hybrid roleplaying system where you can speak out actions & have the same sequence that would happen in the blink of an eye during normal competition take 20 minutes and be full of rich character development and causes you to add detail that would've otherwise just been somebody exercising a reflex action.

Bideo Juego

este un

the development is being streamed live on twitch, if you join the chat you can become a member of the audience in pixel art, i'm trying to grow my channel so this is one way to drive engagement.

Guiding Principles

Graphics, specs, demo

Right now I'm working in Godot v3.4 with gles2 cause it supports my old thinkpad. I'll make demos of the individual features in Godot to use as a reference but I do not like the engine. It is not free software, and the "y" axis is up for some godforsaken reason, throws me off! I want the target platform to be the star64, target arch riscv64. so interested devs can go ahead and purchase a star64. odroid m2 i think has similar specs.

I'm inspired by a talk at a weekly philosophy club meeting I used to attend in second life. (This was Simulat @ Thothica) The host introduced topics about fractals for a while. This was where I was first introduced to L-systems, the idea was brought up, what if there was an online game that was generated from a simple set of basic rules and ratios or whatever and 'grew', how things might maintain connection, instead of the shape primitives its a world made up of fractals. Something like .kkrieger but fractal, cellular automata, birtual and connected.

as little square/rectangles in the ui as possible

i want to show off working with vulkan shaders on soc hardware in risc-v, like a classic demoscene demo with sick accessible hardware.

スタイルでしょう

powering up -> transformation

powering up -> energy blast

everything about you hangs out in your AURA, you exude a presence. People smell you, they catch a whiff of you. If they hang around long enough, there may even be some transferrence of energy...

similar to 'inspect character', you get a sense about someone, especially if you are sensitive, and high-level enough.

networking

* ambitious network dev needed for project * i'd like to make the game peer to peer. connections are established through other players who act as 'skryers'. actions taken in game are called karmas, written to a local log and gossip'd between others. some classes are more powerful the less karmas they've created.

this leads us to our other main issue...

database/backend

hyperthogonal space designed to work in conjunction with gnunet, described here: Shambhalkul and on the blog

Unique Mechanics

High-Risk Pvp Enabled Everywhere it is all wpvp that could spell eternal glory or final defeat. nowhere is ultimately safe and you drop loot.

Naming conventions:

Nothing is explicitly named by us the devs. Each player calls everything what they call them. This race isn't 'the orcs' until its called so, and shared amongst the playerbase. Same with maps, spells, recipes, even skills (see section techniques).

Balance:

One of the core mechanics is a ball rotating on its axis. Every action affects/is effected by how firmly you're centered.

Everyone has a 'trinket' ability that restores balance & removes any snare/root/tipping effect every {so often}.

Life Plant:

Instead of a 'Health Bar', you have a uniquely generated TreeTrunk based off of an L-System. Typically you have to be knocked off balance & attacks need to get passed armor to do damage to the tree. Energy/magic attacks, and mortal wounds with weapons can bypass this and chop your tree down fast.

Crafting, Inventory:

idk i'd love to focus on the feeling of weight, having carrying things be meaningful in bags, they take up space, you can't mix toxic goop with ogre toenails or they react, etc. also most in depth alchemy system, more than just moving boxes around.

Wall Run / Jump / Slide

not exactly unique but also, not enough games do this or do it right, i would like it to be excessive to the point of absurdity with some race/class/spec combos.

hybrid arcade & roleplaying

the idea is that everyone can more or less control the pace of combat.

there ought to be this flexibility where; lets examine where this game logic comes from, explore with me, here; theres eventually going to be casuals floating around in the city thinking they're safe, your pve'er type. an elite player ought to be able to zoom on past the guards, gank this person, cc and make their escape... by performing their moves on them, they're better, they won. there's no 'match'.

however, lets go deeper... what i'm getting at in the previous example, and kinda throughout, is allowing for total predatory attack nature, and not disbar or balance out of existence 'fun'... but if that person is also skilled, just in a different way... they can sort of 'declare their territory', and force a set of rules on you. if theyre not a backpedaller they can roleplay their way out of it and turn the tables and win without ever really knowing the 'game rules'.

between these two extremes there must be some sort of negotiation

block is OP; theres high and low block + shorter chars (oddjob advantage)

parry occurs when similar forces meet, ie jab : jab, kick : kick, axe swing : axe swing, axe > sword, kick > jab, etc.

deeper mechanics described in 'tactics'

sorcery

spellcasting is sort of like a channeled spell, but instead of sitting there in place while your bar depleats and its locked on a target...

a short text window is opened and you type syllables

there are all sorts of combinations to play with, the different schools of magic have different, suffixes

ending things in a "-HA!" suffix turns the energy into a "blast"

the whole time someone is just charging up with a low sounding vibration you can't quite make out...

...which echos, reverberates, resounds with the buffs of the bards and the warcries of the dudes going berserk in mid...

you end up with a battlefield resounding of "WOZABAHUDO-KA!" oh yeah? "ZAKUMAKUFAKULAKU-SHAM!" then someone drops in a "ZUT!" and wipes em all out, y'know, like this

& this will be voiced like silly animal crossing characters ofc don't worry

other elements of magic

powering up - i can't stress enough how focused i am on just designing every element of the power up experience, from wind, to energy, to auras, breaking the ground and picking up floating rocks, character transformation. getting a whole suite of effects on this is a big, big, huge part of what i'm going for.

once engergy leaves a persons aura, the camera typically follows it, showing that consciousness is seated in the energy. you pilot your energy beam.

clashing forces compete in a dramatic back & forth sequence of 'chicken', who can invest more power into their thing?

ground projection

spirit armor; extension of spiritually charged attacks turned inward

Soundtrack/OST

its gonna go hard hard hardy hardstyle the pace of the game IS SYNCED UP TO THE AMEN BREAK

🙏AMEN, BROTHER🙏

its 90s house acid dnb and jungle tchewns, lofi beatforms, etc. that informs the atmosphere

every time you reach another plateau, or drop in to save an ally, or empower your move with extra strength, or devise some incredible tactical maneuver that seems to break the game, 'clutch' maneuver; it adds a deeper level to the sound

you build your own personal soundtrack throughout your campaign/lifetime, your own flavor follows you around in your aura & mixes & clashes with rivals...

ie, when you're really into it, it could be doing all this wild stuff, then drop the perfect sample right at the end of your combo; or when you're more navigating a menu during a critical part it'd be the same section but phased out and with reverse samples... live mixed & gameplay driven. so one of the developers i'm asking to show up, has to be a professional DJ.

its cinema level breakcore, in game form, ponder it.


shebadhank

general mechanics

there is no tab targetting, more like mabinogi

pressing shift [allows]{draws/engages} a live weapon stance or mode, 'loz:ooc' style focus and straife -> 'jedi knight' style mouse saber swings -> mgs:rising style collision physics damage and cutting

unless ofc there is armor, which is heavy, weighs you down, affects balance. and spirit attacks, certain types of magic, go through armor.

old img

tactics

templates


Levelling system

Death, Permadeath, Reincarnation

There are safe spaces where you can log out 'rested' and not die but those can come under seige and such territories may have to be moved. Your character is still in the game world when you log out. Never 100% guarantee of safety.

If you die as a + level,

you can inspect another player's gear, spec, etc, but you can also peep their past lives, and their achievements from past adventures.

your stats are totally random, you can't see how things translate to # values as its a secret sauce where everything's jumbled together and all sorts of factors go into everything. you don't know what you're good at in your life until you try things and see what comes naturally. working a skill over and over again in successive lives makes it easier to pick up in new ones.

the positive world

the positive world has characters that are dynamic, they have intricate stats like wisdom, charisma,

the negative world

Housi

There is one mega-NPC who's quest the story is based around.

Techniques

at alpha are first taught by npcs which start a lineage

at beta the lineages are no longer accessable by the npcs due to some wizardy shenanigans, all techniques are living systems handed down by other players. some techniques can be lost forever, others can be introduced through discovery.

talent tree is similar to the life tree in that its generated l-sys

class list (old)

breakdancer

baller

//Tonk

spirit warrior [tank, dps, OT]

//Utility hybrids

bard [professional house dj, buffs, utility] Bard's essential ability is utility, slight dps, incredibly underpowered, but high skillcap. Integral to minimap. There's no minimap if there's no bard in the group.

monk [drunk, single thing, no item(void..shadow)] Monks gain more strength/utility, the less they have. The more items you carry, the less damage you do. A full-backpack, fully geared monk is useless. They deal max damage with like one sword and one trinket equipped. Even robes are a net loss.

//Healers

cleric

alchemist

//Casters

A chanelling battle, beams vs pulses(kamehameha)

wizard

evil wizard

magician

dark magician

//Deeps

archer

fighter (dirty,scrappy)

skeleton

chinese skeleton

general race outlines

lets focus on who is present during the gm island tourney (first year, 2024, reoccurs anually with increased lvl cap)

major players

the uwc in various offices & roles

the (emp-)king of the universe (only lvl ??) & his entourage

there is one alien race that is unique in that they dont have a spirit(-tree) per se but are piloted by bugs that crawl in through the ear & have evolved symbiotically to replace their brains, their bodies (are/were forest dwelling nocturnal tanuki-people) lacks autonomous agency w/o pilot, they're almost immune to phys dmg, balance & wallwalking superb, decent @ magic, terrible at sorcery

concept art

things in between race/class/level tbd

pet classes

in keeping with the uh, inns are seeds u plant in the world etc.. pets turn into npcs when the player logs out. that is, some class combos benefit synergistically, + this adapts to someone's playstyle who can only tag in every once in a while, when they do its beastmode lessgo, they have an important role when they're logged in,

glitch

slime

things that come as a result of trailers

i have 3 trailers that i wanna do have storyboarded & blocked out a bit in flash

Tourney - Lisbent - Snakke Hvad

Bingus - And That2 ::

Chingus - part of Datashat - Businessfunk III :: mainly vampires & factional wpvp major dedication

Housi: Turtles All The Way

standalone demo showcasing solo player storymode type mechanics

Betatime

keeping in lock step with the mythic proportions...

the beta may only be accessed between 10AM - 3PM EST

explicit warning: the source code, game assets, ruleset etc. while relatively freedom respecting, must never be hosted on microsoft's github azure or any other infrastructure, amazon aws, google drive, docs or any such service including but not limited to {any silicon valley corporation, or any large corporate entity}. in part or in whole. for any reason, forever.

'peers' that try to connect running a nonfree telemetry os caked in spyware will be booted from the network.

last updated 5/12/24

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