Xant's Revenge -- A Sketch for a Game

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mingorau
Posts: 15
Joined: Fri Apr 03, 2015 10:54 am

Xant's Revenge -- A Sketch for a Game

Post by mingorau » Sat Aug 08, 2015 10:59 pm

Like the title says this is a sketch for a low requirements game that can be built with DFTFU and Daggerfall assets. It's also a sketch so you are welcome to adapt it and modify in any way you wish. I won't be working on this anymore because I lack the free time, but i was hoping that other gamers could contribute with their ideas to complete the remaining areas and actually realize the game using the Unity tools.

So here the incomplete game sketch:

Intro
------

Xant's Revenge

Background:

Your name is <hero name>. Some time ago while working as a
freelancer for the Mages Guild you hunted and captured a
dangerous Sorceress.

You recall your conversation with the Mages Guild official:

"Doubtless, you have heard of the crazed sorceress Xant.
Given the enormous power she has at her command, the
council has been delaying any offensive move against
Xant, but that strategy is at an end. Now we have an
opportunity to destroy the psychopathic sorceress.
In return for that magical artefact you are looking
for, would you do that for us?"

"I'm ready. Just tell me where I can find her."

"Excellent. I knew that you would not let us down,
<hero name>. Now then, Xant will be in her laboratory,
for as long as we can magically constrain her.
Take this map which has the laboratory location marked
in it. You are capture her alive if possible or kill
her if you have too. Thank you and good luck,
<hero name>."

A few years later you almost forgot about Xant's episode,
until you heard news of her escape. Since then, you have
been sleeping with one eye open.

While travelling in the Alyk'r desert you take a pause to
rest in an oasis and fall asleep. You are having a strange
dream. In it Xant is levitating near your while you sleep.

She is evoking and unknown spell. You try to awake and
defend yourself but you can't. Then the sorceress stops
it's enchantment and your hear her saying:

"Revenge is mine, at last!"

She then transforms into a Dragonling and disappears in the
night sky of the Alyk'r desert.

You awake inside a dim illuminated cave and immediately
realise you are trapped with no exists nearby except a
stone walled corridor that turns into a dead end.

[[NOTE: This is the same starting block as the starting
Daggerfall dungeon -- Privateers Hold.]]

Horrified you realize that you weren't dreaming a while
back. Xant must have cast a domination spell while you were
sleeping and teleported you to an abandoned dungeon.

With only a single knife you always hide in your boots and
your bare cloths you will have to find the exit from this
forsaken abandoned dungeon if you want to survive.

mingorau
Posts: 15
Joined: Fri Apr 03, 2015 10:54 am

Re: Xant's Revenge -- A Sketch for a Game

Post by mingorau » Sat Aug 08, 2015 11:00 pm

Character System
----------------

This is really simple. I'm using something inspired by the
Fighting Fantasy character system which can be easily
translated into a computer game.

Character generation static attributes: Name, Genre.

Attributes are just three:

Strength: -> When it reaches 0 the player dies.
-> Used with rolls for bashing down doors.
Agility: -> Used with rolls for picking locks and
hitting enemies.
Focus -> Used in dialog to detect lies.
Used in combat to trigger or avoid
critical hits.

Resistances derived from attributes:

Resistance to physical damage: Strength, AC.
Resistance to magic: Focus.

Passive abilities:

Dodge and reduced damage: Agility.

Four acquired powers can be used at any time. The player
can dispse of an old power to aquire a new power when
given this option.

Four aquired nasty effects. On some occasions a power may
only be aquired if a nasty effect is also chosen.

Skills are just these and cannot be improved so no need
for keeping tracking of skill values:
* physical combat or bashing doors
* lockpicking
* use magic (enchanted item, potion, magic scroll)
* search area
* listen
* converse

Note that Gold can be used to persuade NPCs into giving
information.

Journal is just a list of line topics split into the
following groups:
* completed quests (per area)
* incomplete quests (per area)
* important items acquired (used in quests)
* important people met (have a role in quests)
* important events triggered
* general items (potions, magic), gold
* reputation tags given

mingorau
Posts: 15
Joined: Fri Apr 03, 2015 10:54 am

Re: Xant's Revenge -- A Sketch for a Game

Post by mingorau » Sat Aug 08, 2015 11:00 pm

World Layout and Motivation
---------------------------

Each level is made from a single Daggerfall dungeon. Each
level has around 2-3 blocks (don't exaggerate with this and
should easy to navigate blocks).

Levels are organized into areas. Each area has around
2-4 levels and share a similar style.

Each area contains one or more of drama/interest creating
elements like a important treasure area, a secret room,
an npc helper, a major enemy, an ancient artifact, devious
optional puzzles or anything else interesting.
Also the exit to the next dungeon (s).

Navigation doesn't have to be linear. The player can visit
and revisit different areas at the different levels.


Overview
--------

Area 1 -- Desert Prison Dungeon

One of Xant's underground bases in the Alyk'r desert.
There isn't any apparent exit but if Xant can come
and go, there has to be some way to leave.

Area 2 -- The Mages Council -- Etherial Tower

Find the traitors in league with Xant.

Area 3 -- King Lars Kingdom -- Capital City

Discover Xant's operations in the Kingdom with the help
of the thieves guild.

Area 4 -- Oblivion Pocket Dimension

Help a Deadra who wants to become a mortal.

Area 5 -- King Lars Palace

King Lars palace where he rules his kingdom together
with his trusted sorceress Xant.


Gameplay Balance
----------------

Levels of difficulty:

Easy: just keep attacking and you will be successfully,
and most puzzles are optional and will solve
themselves later on; foe nests generate less enemies.

Average: player can't kill everything and less puzzles
are optional.

Difficult: player needs to use tricks like locking
dumb enemies in rooms and trapping them to survive
and only a few puzzles are optional; foe nests
generate more and harder enemies.


Game Requirements
-----------------

The requirements for the first area are the most simple
possible. The game should reuse as much Daggerfall content
as possible.

GUI Requirements
----------------

HUD (heads up display) elemnts:
* A compass which when clicked shows the time and date.
* Three bars for Strength, Agility and Focus (see Chargen).
* A row of four icons for newly aquired abilities.
* Another row of four icons for nasty magic effects.
* An AC indictor (armor quality).
* An amount of gold indicator.
* Choose ability icon: attack, talk, search, listen,
picklock.

Dialog and message windows require only a simple
window with a title, a message area and a row of buttons.
All dialog options should be simple answers: yes, no or
a single topic word so to fit on a single row of clickable
buttons (see Ultima VII).

Journal is just a list of line topics split into the
following groups:
* completed quests (per area)
* incomplete quests (per area)
* important items acquired (used in quests)
* important people met (have a role in quests)
* important events triggered
* general items (potions, magic), gold
* reputation tags given


Trading and Inventory
---------------------

There is no inventory and no trading. Gold is cached when
found. Armor and weapons are improved or repaired to when
a better version is found. Important quest items are
registered in the journal.

The journal is essentially the game database and inventory
which is used to record quest states and keep track of quest
items.

When a potion is obtained (rare event) it is registered in
the journal section for special items for all areas.


Crafting and Repairing
----------------------

Since there isn't an inventory, no crafting or repairing
is used. Some special NPCs found in the game can repair
armor AC points or heal player attributes.


Combat and Magic Requirements
-----------------------------

Just what Daggerfall provides.


Stealth
-------

Stealth mode is not used except for picking locks.


Dungeon Generation and Layout
-----------------------------

Just what Daggerfall provides. A level is a Daggerfall
dungeon made of blocks (2-3 max) and an area is a stack
of interconnected levels.


Diseases and Poisons
--------------------

Not used.


Resistances
-----------

See character system.


Sleep, Food and Resting
-----------------------

Must sleep after 24 hours or gets reduced attributes.

Eat or drink is not required. But some kinds of food
or a magical fountain can regenerate attributes.

mingorau
Posts: 15
Joined: Fri Apr 03, 2015 10:54 am

Re: Xant's Revenge -- A Sketch for a Game

Post by mingorau » Sat Aug 08, 2015 11:01 pm

#Area Name#

Area 1 -- Desert Prison Dungeon

#Description#

One of Xant's underground bases in the Alyk'r desert.
There isn't any apparent exit but if Xant can come
and go, there has to be some way to leave.

#Level 1#

##Layout##

A typical dungeon 1 block Privateers Hold style.

##Interest##

A few journals of previous Xant victims; a small
secret room with some loot guarded by a skeleton.
Some water breathing potions are in a closed room.

##Quest Items##

The diary of the ghost (one of Xants victims)
should be in a locked room that is easy to unlock
or bash down. A concentrated water breathing potion
is also here.

##Hints and Clues##

The first room were the player awakes has a secret
door in the back end of the nearby dungeon corridor.
It opens when the player clicks the wall in
inspection mode (Daggerfall eye icon).

There's another room in this level that opens in
the same manner and has a skeleton guarding it.

Hint: Skeletons, ghouls, animals and atronachs are
not smart enough to unlock doors.

Giant Rat holes are located nearby fountains or sewers.
They generate from 10 to 40 rats until the entire
rat nest is destroyed. After that the player
can inspect the hole. If the player kills to many
rats they go into frenzy because of the smell of
blood and become much more aggressive.

Giant Bats attack from the ceiling in open areas
and flee after a one or two successful bites or if
they get hit, attack again. Better to kill them
with bow because they are hard to hit.

##Exit##

To level 2

#Level 2#

##Layout##

1 block dungeon followed by a 1 block cave system
and a dungeon block with a fountain.

Example:

* -- border block
D -- dungeon block
C -- cave block
F -- dungeon block + fountain

-***-
*DCF*
-***-

##Interest##

Find another secret treasure room. An impossible to
beat water atronach stands in the middle of the
large room which leads to the fountain block, where
the teleport mark is located.

The magic necklace (see bellow) glows when near the
teleport mark.

##Hints and Clues##

The atronach is blocking the way to the fountain
and won't move unless attacked. Just attack him and
then flee.

He can also create a poison barrier that will hold
the passage to the fountain, through the cave,
but only if he is in sight of the passage.

To travel to the lowest level 3 the player has
to consume a water breathing potion or be very
patient exploring the submersed cave system.

##Exits##

Back to level 1.

Underwater to level 3 (needs water breathing potion).

Activate the teleport mark which opens a portal
leading to area 5 -- level 4.

#Level 3#

##Layout##

1 submersed cave system block, 1 dungeon block.

##Interest##

Find the ghost of an old Xant prisioner. He must be
calmed first. When that is done he will tell his
story and give you the ghost enchanted necklace
which can open a portal in a teleportation mark.

##Quest Items##

The Teleport Necklace, which glows when nearby
a teleport mark and allows the player to follow
where it leads.

##Journal Entries##

Record the Teleport Necklace in the artifacts
section.

##Hints and Clues##

Simply carry the Ghost journal and he will recover
his sanity. The ghost will drop the necklace and
finally dispel himself.

##Exits##

Underwater back to level 2.

mingorau
Posts: 15
Joined: Fri Apr 03, 2015 10:54 am

Re: Xant's Revenge -- A Sketch for a Game

Post by mingorau » Sat Aug 08, 2015 11:02 pm

#Area Name#

Area 2 -- The Mages Council -- Etherial Tower

#Description#

Find the traitors in league with Xant.

TODO

#Area Name#

Area 3 -- King Lars Kingdom -- Capital City

#Description#

Discover Xant's operations in the Kingdom with the help
of the thieves guild.

TODO


#Area Name#

Area 4 -- Oblivion Pocket Dimension

#Description#

Help a Deadra who wants to become a mortal.

TODO

mingorau
Posts: 15
Joined: Fri Apr 03, 2015 10:54 am

Re: Xant's Revenge -- A Sketch for a Game

Post by mingorau » Sat Aug 08, 2015 11:03 pm

#Area Name#

Area 5 -- King Lars Palace

#Description#

King Lars palace where he rules his kingdom together
with his trusted sorceress Xant.

#Level 1#

TODO

#Level 2#

TODO

#Level 3#

TODO

#Level 4#

##Level Name##

Palace Dungeons.

##Layout##

No more than 2 dungeon blocks, one block for a mine
with an underground river and another block with
a desecrated temple/mine transition.

Example:

* -- border block
D -- dungeon block
F -- dungeon block + fountain
M -- mine block
R -- mine block + river
T -- desecrated temple

-**-
*DF*
-*R*
-*T*
--*-

##Interest##

These are the dungeons of a Royal Palace. Here the
lowest cast of servants, acolytes and ghouls do
Xant's slave work.
Find the fake ghoul (some guy disguised as a ghoul)
in the secret hideout (why would a Ghoul hide in
a secret room?).
Avoid talking to the servants and specially the
acolytes.
Get a sygil from one of the acolytes (the fake
Ghoul can help) and use the portal in the desecrated
temple.
Meet a Daedra with a human personality here.

##Quest Items##

The book "The War of the Wizards" in the secret
hideout.

##Journal Entries##

The fake Ghoul tells you about his suspicions (he is
an agent of the Mages Guild) that Xant is organizing
a Daedra invasion and take over the court of King
Lars.

##Hints and Clues##

The acolytes are in charge, the servants are slaves
which when killed or starved are turned into ghouls
to continue their work.

Talking to ghouls is pointless. Attacking one will
call the attention of the acolytes.
The servants will only bable for the player to keep
quiet. The acolytes will be suspicious and attack
if the player insists in talking.

When exploring the mines the player will find a
secret room with a ghoul in it. It's rather
suspicious to find a ghoul hiding in a room with
a bed and personal belongings. Keep talking to him
and he will reveal he is a spy or kill him and read
his notes.

The sygil must be stolen from one of the acolytes
in order to use the portal in the desecrated
temple. It's not possible to win against two or
more acolytes so lead one into a trap and kill him
or intimidate him into give you the sygil.

A Daedra with a personality is uncommon. Daedra are
often used as material to create enchanted items
and mindless foot soldiers and are not usually
allowed a personality of it's own. This guy is here
just to tell his story and complain about abusing
Daedra for selfish purposes (comic relief).

##Exits##

Portal at the desecrated leading to an Oblivion
pocket dimension.

Back to the desert prison dungeon.

FlinchCat
Posts: 8
Joined: Fri Jun 12, 2015 11:14 pm

Re: Xant's Revenge -- A Sketch for a Game

Post by FlinchCat » Sat Aug 15, 2015 10:48 pm

Really nice job with this. Let this be the first of many plugins.

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