https://www.weweweb.net/wiki/index.php?title=Wwc_white_paper&feed=atom&action=historyWwc white paper - Revision history2024-03-29T13:19:10ZRevision history for this page on the wikiMediaWiki 1.35.5https://www.weweweb.net/wiki/index.php?title=Wwc_white_paper&diff=235&oldid=prevWilly: Created page with "The is the white paper to describe the design of a the game "wwc" (WeWeWeb World Conqueror). Game Type: Strategic Turn Based Background: A fictitious world. Probably in the..."2022-01-28T04:43:24Z<p>Created page with "The is the white paper to describe the design of a the game "wwc" (WeWeWeb World Conqueror). Game Type: Strategic Turn Based Background: A fictitious world. Probably in the..."</p>
<p><b>New page</b></p><div>The is the white paper to describe the design of a the game "wwc" (WeWeWeb World Conqueror).<br />
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Game Type: Strategic Turn Based<br />
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Background: A fictitious world. Probably in the middle age in which non-human races exist.<br />
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Conceptual Ideas:<br />
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*Land<br />
**Players play on an environment called "World".<br />
**The World consists of 100x100 "Zone"s. Total 10,000 Zone enough or too small/big?<br />
**Each Zone is further divided in 100x100 "Land"s which is the basic land unit.<br />
**Each Land has different type: Grass, Forest, Highland, Mountain etc which have different usages, resource provision rate....<br />
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*Race<br />
**Races fall in two alignment, Good vs Evil (Evil in here does not mean really evil, but it only shows the conflicting between the two group.)<br />
**There is a neutral alignment which allows player to join temporarily to free themselves from attack.<br />
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*Building<br />
**Different types of building can be built on land. Eg. Farm, House, Mine, Barrack.<br />
**Residential is used to host basic population unit.<br />
**Production is used to produce resource and items.<br />
**Military is used to produce military units and defense.<br />
**Building can be upgraded.<br />
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*Population<br />
**Slave<br />
**Citizen<br />
**Solider (military types)<br />
**military Officer (has experience level)<br />
**Lord (the player)<br />
**Hero?<br />
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*Ally<br />
**Lords with the same alignment can form ally. Ally is primarily used for defense purpose, so some limitation will be imposed on ally when attacking the opposite alignment.<br />
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*Kingdom<br />
**When a player is developed to a certain size, he can crown himself as a king. A king is honor to alignment and fight (defense/fight) against the opposite alignment.<br />
**Smaller lord can ally with a kingdom for protection.<br />
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*Empire<br />
**When a player is developed to a certain size, he can crown himself as an emperor.<br />
**An emperor is hostile to all players in the world. His aim is to conquer the world by taking over all the players land.<br />
**Once crowned, the process is irreversible. In other words, the player may be wipe out by the join force of the other players.<br />
**It is the ultimate goal of the game, but theoretically it is very difficult to achieve by various reasons.<br />
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*Battle<br />
**Battle is the most interesting yet different to design element. It needs to consider the balance!<br />
**Battle will be either in real-time, when 2 players can play at the same time. Or automatically (based on statistical rules) when either one player is absent.<br />
**The statistical rules may be based on military type composition, attributes of the solider and the officer, the strategy used by the commander.<br />
**After a battle, the winner may earn so award. Gold, slave, officer level upgrade. While the loser will lose some Gold, building damage, etc.<br />
**Basically, the effect of a single battle is too small and cannot wipe out the loser.<br />
**Battle Type<br />
***Battleground: When one player declare a war on another (hostile) player. Troops will move to battleground for game.<br />
***Invasion/Defense: When one player attack another player's territory. However, the player need to send his troop to the opponent's land which will impose an advantage to the defender.<br />
*Trading<br />
**Auction House is the only place for trading. Players cannot do private trade in the game.<br />
*Economic<br />
**The monetary unit in the game is gold.<br />
**Since players gather resource from the world, the wealth level in the game will rise continuously. There must be a mechanism to stabilize the wealth level in game. So the inflation concept will be introduced.</div>Willy