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Saepes Mundi

Courier Checklist

Posted February 7, 2023 by Xhin

Project Construction Notes

This project looks like the following:

  • Get the economy and some of the lore 100% fleshed out -- this is the real basis of the game.

  • Figure out how cities/colonies/etc are put together, everything that's in them, how it's spaced out, etc.

  • Create these long long descriptions of various pois at various scales, the various types of rooms in them, how they're connected, how they're connected to other pois on the same scale, etc.

  • I can then start building them out in the text engine. I need to make sure movement works as well so this gigantic sandbox is fully explorable. Various areas should alter the CSS colors / fonts a bit, to make things more interesting and distinct.

  • Start working out how Guilds work / where they are / how they operate / etc. A lot of this is procgen but I'll need to fine-tune the way things are put together.

  • Create NPCs, assign them to guilds and lack thereof, and more importantly static locations so I maintain my developer sanity.

  • Figure out NPC properties and their relationships, as this forms the basis of NPC Questing.

  • Build out NPC questing based on this kind of thing, as well as Guild questing based on that system. These have destinations, which the transport networks of / overall navigation are the meat of this game so.

  • Reputation and quest unlocking.

  • I like the idea of being able to buy items and keep them in your private museum-thing -- like you're an archaeologist, this makes sense. Makes the world a bit more immersive and is relatively simple to accomplish. Quest completion gives you currency, and transport networks also use it, so if you find shortcuts or w/e (or just do a heck of a lot more quests) you have more money to buy stuff. Some kind of procgen trading system also makes a lot of sense, particularly with high-value items.

  • Flesh the Lore out a lot more, have it be more accessible. Have some kind of vague overarching Story, like you're an archaeologist trying to figure out the world's history and while there's no real fixed goal there, there's a lot of stuff to unlock.

  • Saving -- given the scope of this project, storing saved data on the server (with a gtx0 login) makes a certain amount of sense.

  • General UX

    This project should be pretty easy from a developer standpoint, however there's a heck of a lot of content and the world is largely handcrafted (with procgen filling in details and the massive scope).

    Merchant/Fleet/Eldritch Library are all higher priorities and all three will help me figure out the engine here.

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