Siege Perilous
A multiplayer game with focus on small settlement building and survival.
Erlang Backend server leveraging Cowboy for web socket support HTML5 client using the EaselJS library
Start
Royal declaration to explore/exploit/expand to newly discovered land.
Ship wrecked onto coast.
All ships crew dies in wreck, except for 1 settler.
Cursed land causes the dead crew to rise from the dead as zombies.
Game starts surrounded by zombies with 1 villager.
Villager will notice glowing Monolith nearby. Player will have to fight through zombies. If path is open, villager move right away to the Monolith.
Zombies will stop attacking anyone adjacent to the Monolith.
Zombies are spawning from nearby crypt. Crypt will have to be destroyed before area becomes safer.
Wild Animals are not affected by the Monolith.
Resources will be available on ship wreck to start a settlement.
If starter villager dies: -Player will have to travel to the nearby port to recruit a new villager. -Player can build a market and villagers will travel to the market to be hired.
Royal tax collector: -Arrives once a player has a constructed a few buildings -Demands Property Tax paid in Gold
If the player has a storage building:
-Travels to the players storage building, retrieves X gold from it
If the player does not have enough gold:
-TBD
Else travels to player & demands payment:
if player does not have enough gold:
-TBD
Early Game:
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Player builds Stockades near the Monolith.
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Villager suggests building tent shelter (provides improved rest and protection from the element).
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Food will have to be secured, either farming, hunting, foraging.
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Fresh water source? (Not implemented yet)
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Villager suggests prospecting for resources, wood, ore and stone?
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Gold acquired by looting zombies, skeletons, and treasures.
Midgame
Nearby lich king becomes interested player once they reach a certain power level as a potential undead minion.
Nearby Goblins become interested in the player once they reach a certain wealth threshold. Plan to raid the player's holdings.
Maintenance/Sinks:
Tax on buildings - collected by Tax collector Villager wages Durability on weapons/armor Food requirement Repair maintenance of buildings
Ideas:
Survey/Exploring grants permanent unique tile bonuses, (Plentiful Valley +25% Food production, Porous Rock +25% Mining production,
Major Issues:
- Villager UI for:
- Assigning to Structure
- XXX Attacking Target (Idea "Attack My Target" button)
- Other orders follow, craft, hide etc...
Player start location diversity:
- Seed unique resources
Sanctuary
Hides player's units from Undead Provided by Monolith (Monolith: 1 distance hex neighbours, Greater Monolith: 2 distance hex neighbours) Requires Mana for upkeep, when mana is exhausted, it becomes disabled Cannot be destroyed Fortified
Hides player's units from Animals/Monsters Provided by Walls Requires Wood for upkeep Can be destroyed Melee Attack
Attacks adjacent units 50% penalty when Fortified Range Attack
Attacks adjacent units No penalty when Fortified Warrior Class
Melee weapon focus Brute force Ranger Class
Range weapon focus Can attack from hidden position Mage Class
Summon creatures/elements Range/Magic focus Hero Death Mechanics
Random Minor/Major Effect acquired on revival Drop of some/all items Villager Death Mechanics
Perma-death Wish List
Enemies have other senses other than vision such as Smell for Animals/Zombies, Soul Hunting Ghosts/Shadows/Horrors
Weather/Seasons, i.e. Gets cold and snow forms over a period. Fuel needed to stay warm. Winter Clothing required to survive.