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Before we start

The project is still in an early alpha stage so things are subject to change. Currently this is also a solo project.

Around the 25 of march 2021 I started a testing ground project for me to develop my own skills. I worked on it every so often. Until the project I was working for work got more and more boring. I wanted to switch things up and started working more on my little test project. Until I started putting more design thought into it. I focused more on RPG mechanics (Since I quite like RPGs). And slowly but surely the project formed into a more cohesive Project. Then the company I worked at the time went bankrupt. So I decided To work on the project Like it was my job. Whilst looking for a different job.

And now where here.

Design choices

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The player character

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The player character is one of the pillars of For your Lord. It is important that the player is in control of his character. Since I want the player to experience the game how the players want’s to. Not only will this help create a more unique experience but also a more personal one.

I want the player to influence the world around. Not only through dialogue but also gameplay. Let’s say if the player performs criminal activities. I want the people around the player to be less helpful. But if you choose the help the people around you. They will return in kind. This gives the player real choices which will affect the story and gameplay. For example you can steal all sort of wealth. But the people will become more poor, and are less willing and able to help the player.

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The open world

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The open world exists for the player to build out their character. Here you get Experience for your skills. Weapons, Armor and other types of loot to build your character. I Place around materials to find enemies to fight and Locations to explore. Like Tombs, Caves and enemy camps.

I put a heavy emphasis on interactive elements. Not only to make the game more engaging. But also to make the world more alive. I wanted the player to feel that this is their sandbox to play around in. I then injected these mechanics into other gameplay systems. For example you can chop down trees to crush your opponents. Which is of course gathering and combat.

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Gathering and Crafting

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The player can gather and craft all sorts of loot. Which will increase the players power. Either by creating better gear to take on more difficult challenges. Or gain more wealth by selling that which you gather and or craft. And with that money you can perhaps save up for more different equipment. Or use it in dialogue scenarios.

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Combat

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The combat system is action based with a focus on your two hands and what’s equipped in them. Since every weapon has a move set. with slight alterations between left and right. You also need to take in account what type of damage your weapon deals.

The idea behind the combat system. Was to be simple and easy to use. But also have a lot of depth and variety in gameplay. I achieve this by focusing on 2 buttons (left and right attack). These action perform your attack combo. But they also are defensive. Because you use them, to strike the opponent(s) weapon blocking the attack. This also allows to keep striking your opponent keeping the player on their toes. And create a clashing of swords which is the theme I followed for combat.

(Planned) Features

​Movement

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  • 360 movement

    You can move around in all directions in 3D space.

  • Slopes/Stairs

    You can walk up stairs and slopes

  • jumping

    You can jump up on to geometry. And down from that geometry. It can also be used to dodge certain attacks.

  • Swimming

    You can swim in bodies of water.

  • crouching

    You can crouch to lower visibility, dodge attacks and get underneath objects.

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​Combat

  • Basic Attacks

    Basic attacks consists of your right and left hand attacks. The basic attack changes based on your equipped weapon in that hand. Both animations and stats get changed.

  • Dodging

    Dodging is a tool to mitigate damage and to escape. It has a stamina cost and a start up time. This way you can’t the dodge function.

  • Abilities

    Abilities are an extra layer to system. Not only gives it more depth to combat. It also mixes things up from basic attacks and dodging. Abilities are divided in-between actives and passives . However you are limited to 4 actives at once. You can change which one to equip when you rest.

  • Actives

    Actives are abilities you have to cast. These can range from a kick to knock your enemy on the ground. Or calling down lighting to singe your foes.

  • Passives

    passives are abilities that are always on. Passives can be used during combat or exploration. These can range from. Breaking through simple walls to dealing more damage from behind.

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Gathering

  • Resource Nodes

    every node type behaves a bit different. Trees fall over when cut, rock get destroyed when smashed, plants disappear. I did this to not only make a difference between resource collection. But also to change what they can be used for around the world. Maybe your fighting in a cave and one of your assailants is hiding behind a rock. Well if your mining is high enough you can take away it’s cover leaving it open for attack.

  • Tools

    tools exist to accelerate the gathering process. But leave your character more vulnerable. Since you don’t have your weapon(s) equipped. Making the player take caution when gathering

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​Crafting​

  • Crafting stations

    Crafting station are objects placed around the world. Which allow you to craft items specified to that station. I use stations so that the player has to think about what to craft. Instead of just crafting what you on the spot.

  • Tools

    Crafting tool are different then gathering tool since they only need to be in your inventory. I added the tools. For immersion but also to make the player explore more the world to find these tools.

  • Recipes

    Recipes show how you need to craft your item. It shows where to place them in the 3x3 crafting slots. It also shows which station and tools you need. Recipes are invisible at the start of the game. You unlock recipes through exploration, quests and crafting. When you craft an item the recipe is immediately unlocked.

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​Exploration​

  • Day and night

    The day and night cycle serves to alter the gameplay. At night the world becomes more dangerous. It’s difficult the see, more and stronger enemies are about. however it is also an opportunity. Enemies drop better loot, the city is asleep giving you devious opportunities.

    during the day however is everything safer but you will also get less. So it is more of trade off. Difficult content but more loot. Or a more safe and guaranteed world.

  • Zones

    There are currently 4 zones (The city of Skollowitz, Skollowitz forest, The mountains and the corrupted zones) these names are subject to change. These zones all have their own aesthetic, enemies, Resources and locations. They serve to avoid visual burnout and alteration in encounters

  • Locations

    Locations are an important part of exploration. Because these are your markers to go to. So how do make them worthy enough to visit. First of all loot. But more importantly I want to keep them a bit more distinct. So every location can spawn a number of events like enemy encounters or dialogues. I of course also make them look different from each other.

  • Quests

    Quests exist mostly to guide the player around the open world. The rewards help the player on their journey through the world. I flash out the quests with story and unique gameplay experiences. Some quest are of course simpler and less extravagant then others.

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​Crime​

  • Thieving

    thieving is another way to get more wealth but a cost of people. Since whenever you rob someone the value of population goes down. Making the give the player less reward. Since they have less to give.

  • Murder

    When the player murder innocents. The population will dwindle down. Which is what happens when you kill living beings. This will ensure that there are less people to interact with. So less people to rob or help. However there are also less people to worry around to see, whatever other mischiefs you commit.

  • Consequences

    Actions have consequences and for crime. You go to jail, Get guards to chase you, People will be less likeable. But most important of all you give rise to evil. Because the more lives you destroy. The more desperate people get.

  • Jail

    Jail is a literal dungeon for you to escape from. And it will be filled with guards, traps and puzzles for you to circumvent. That’s also why I will randomize some of the parts of the dungeons. This way the player never knows what to fully except.

    You can of course also pay your bounty. Or work it off which will take take quite a bit of time and stats.

​Artificial Intelligence​

  • Movement

    The AI will move to location. They can avoid or push away other AI. Depending on the AI personality and the other AI stature.

  • Combat

    AI will have multiple fighting Styles (Reckless, Perseverant, Slippery, Kiter, Leader ,Runner). These can be randomly assigned or picked. Depending on the AI Type.

  • States

    There are multiple states(Idle, Patrolling, Searching, Chasing, Attacking, Wandering, Resting) the AI can be in. that will change how they will move and interact around the world.

  • Personality

    The personality changes how the AI will react to what happens around it

  • Schedule

    Not every AI will have a Schedule but some will mainly unique NPCs. Giving more life to the people in the world.

Skills

  • Character Skills

    This set of skill are focused around the character physical and mental abilities.

  • Combat Skills

    These skill are for the players equipment.

  • Life Skills

    These resolve around crafting and gathering

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