Strive Sequel: World generation details (sort of) (Patreon)
Content
I'm sorry for bringing this up later than intended, but after I promised to go into details about world generation, I realized there's not much definitive stuff I can say yet. When I tried working on it, I also realized I can't really do much beyond basics without finishing other parts first (mainly, items, classes, skills and enemies). So lets lay out some things which are already in the game and then go over what else I have in mind, but is a subject to change.
The features so far:
- World consisting of multiple biomes-areas i.e. Plains, forests, deserts etc.
- Each biome has somewhat unique preset of races, settlements dungeons and events: I.e. forests are inhabited by elves, dryads and such
- Settlements and dungeons generated randomly and can be visited by any combination of assembled team, including or excluding main character
- Upon visit you will be able to activate interaction with location, be it event, fight, dungeon or else.
- New events and dungeons will be generated by accepting quests
- Dungeons are themed and separated by difficulty, i.e. goblin lair, bandit den and such, with harder difficulty giving greater challenge
- (in work) Dungeons will also feature random events in-between fights like finding a chest, getting into a trap or meeting a random adventurer
This is pretty straightforward roguelike formula for procedural content. However, since Strive is not really roguelike, I've had planned more for the system which might or might not be added as development goes further. Basically the main reason I'm not working on it right now is that there's not enough base and it will likely require some playtesting to go through.
What I have in mind:
Deeper settlement interactions: trading, questing, threats, combat and so on. While off-site questing and trading isn't hard to implement, I'd like to make settlements more than simple hubs. Since settlements will be hosting certain races and resources its only logical for player to take control over them or at least make them pay tributes. That is, if player can seize them.
Large scale political interactions: basically the logical conclusion of the previous step. Since the world will be consisting of racial biomes, they would either form a countries or at least some sort of conglomerates. The late-mid/endgame of Strive sequel will be based around uniting or conquering others accompanied with skirmishes, waging wars and deciding on the fate of losers. In all honesty I haven't really thought too much about details here, but the core idea will be focused on some sort of world domination. I will go into more details on the whole game flow in one of the next posts though.
Leaders. This is basically the heart of settlement and country wars. Leaders will be a characters with a greater stats then their racial counterparts. In combat they will basically act like a bosses (and dungeon bosses sometimes will also be characters of higher quality), but outside of it you will be able to interact with them, forge alliances, or perhaps talk them into joining you or surrender for the sake of their faction. Given their superiority, they will naturally make a desirable character to take possession of.
I don't really like talking about stuff which is all in plans, since in past my plans had a tendency to drastically change in some aspects, so I hope this time this is not going to be the case. Anyway, let me know what you think about it, if you have any suggestions, and thanks for the attention!