v Customization
Ø UI scales to be as complex or as simple as the player desires
§ Can greatly customize (and even create unique) aspects of your character, weapons, environment, etc.
· Out of game application allows wire-frame modeling for many animations.
· Out of game application allows musical composition or remixing of existing songs (so long as license is open or obtained.)
· Out of game application allows the creation of custom decals, tattoos, patterns/textures, etc.
· All content created out of game must pass cursory inspection by GMs before allowed in game.
¨ Only creations that are deemed overtly juvenile will be disallowed. Also, real-world references will be discouraged and usually disallowed… especially if derogatory.
¨ Rude, hateful, etc. creations will not be censored automatically. It will be assumed that other players will chastise the creators without staff intervention. (Getting permed for the fortieth time because of your ‘I hate elves’ shirt should get the lesson home.)
§ A series of sliders in-game will be positioned prevalently in all UI screens.
· Allow easy customization of GUI for all skill levels.
· Easy to turn off/remove the sliders. More advanced users can use more advanced aspects of the UI to customize it.
Ø Avatar is highly customizable, not just face and hairstyle.
§ Appearance
§ Statistics (Strength/Dexterity/Charisma/Constitution) should have an affect on your appearance.
· Strength makes your character's body more toned. A character with a large weight value and a high strength value will look like a body-builder.
· Dexterity makes you more nimble allowing longer fingers... or something.
· Constitution affects your character's healthiness - very low constitution may make your character appear sickly no matter how you attempt to disguise that fact.
· High Charisma (Beauty) score gives a wider range of options for many characteristics of your character.
§ A large variety of races creates initial appearance differentiation.
· Most races will have custom features you can manipulate - Golems, for instance, will be almost free-form manipulation for where you want limbs, power-nods, etc.
· Sub-races will have even more custom features and create even more variety while at the same time furthering the lore in game.
§ Facial features
· You will be able to choose more than just eye-color. Your race will likely have a preset eye-shape, but others will be available.
· You will be able to choose more than just hair-color/style. Length, coarse/fine, static-decorations, etc. will be available depending on your race.
· Lips, nose, ears, jaw line, forehead, and other racially individual characteristics will also be fully morphable.
· Friend’s lists can be amended with a snapshot of the character's face to make it easier to recognize them. Portraits can also be painted to accurately represent the character's image.
§ Body
· Genetic anomalies
¨ Examples: Gigantism or Dwarfism where your character is much shorter or taller than average for the race.
¨ Anomalies will be based on race, but will generally give you a different range for properties like height/weight, eye color/skin color, etc.
· Standard height/weight.
¨ Height/weight range will be based off your race. Giants will obviously be taller on average than gnomes.
¨ Distribute weight as you desire - potbellies, love-handles, thunder-thighs, etc.
· Other
¨ Manipulate the pronunciation of your joints so you are more or less boney.
¨ Make your limbs and extremities longer/shorter, bigger/smaller.
§ Body Modification
· Players will be allowed a small number of body modifications when starting the game - others will have to be purchased in game.
· Some races will have a larger number of body modifications when starting, based on culture.
· Piercing and Tattoos are available in pre-made and customizable forms... no body jewelry will have any properties or value once in game. You must replace it with new jewelry in game to receive any benefits other than visual appeal.
Ø Socials
§ Offer the player an interface with wire-frame manipulation and animation so that they can create and name their own social animations rather than rely on a limited number supplied by the creator.
§ Players can create 'social suites,' or compilations of their social animation designs.
§ Contests can be held for 'best social', 'grossest social', 'best compilation', etc. Reward winning socials will be added to standard socials in the game and player reward will be an increased number of available social slots they can use in game.
§ 'Quick-start' or 'Easy' mode available.
· Quick-start lets the player choose an already created compilation of socials for use in game.
· Easy mode lets the player create their own compilation from pre-existing social animation.
· Any combination of the above is available.
§ Players can choose a compilation, replace one or two socials with different preconstructs, then create their own unique social and import a 'guild social' from a friend.
Ø Combat Maneuvers
§ For casters this section will also determine the visual effects and casting animation for their spells.
§ Slightly more limited than the rest of character creation.
· Must choose from pre-created models.
· Customization more limited not as many options in changing different attacks.
· As the character advances they can create their own truly unique combat style and it is possible that it will be added to those characters can choose when being created.
§ Combat Stance
· Choice in combat stance will determine the wider options you have for the rest of your combat maneuvers.
· Players will choose their primary skills before this and their options in stance will be based off of which weapons, martial arts, or schools of magic choose.
§ Flourishes
· Less restricted than maneuvers, but still based off which stance you choose. (A staff can be twirled, but try that with a double-flail... wait, just don't use a double-flail.)
· Berserker shouts, comic taunts, weapon displays, etc.
· Can be set to auto-flourish on successful critical and/or start/end of battle, etc. or manually flourish.
· Each attack and ability will have several visual options which, as mentioned above, will expand as the players create them in game.
· Draw/Sheath flourishes allow you to customize how you draw and sheath your weapon. For mages this is optional and allows you to customize how you prepare for battle (Summoning Power, Assuming a Meditative Pose, etc.)
§ General Stance
· For all general stances you have the same options as with social animations. Use a wire-frame animation to create your own, choose from presets individually, or choose from preset collections.
§ Basic or 'At Rest' Stance
· This is your characters stance when you have just stopped another action and have not started another.
· Additional 'Quick-Creation' method lets you choose how much your character slouches, how they hold their head or other appendages, etc.
§ Rest or Recovery Stance
· Crouching, sleeping, sitting, etc.
· Sitting/sleeping on furniture.
§ Idle or AFK Stance
· Animations for your character being bored and standing around after a long period of time without other actions.
Ø Skills/Abilities are not based on predefined classes.
§ Detailed Ability Scores
§ Standard ability scores
· Strength
· Dexterity
· Constitution
· Intelligence
· Wisdom
· Charisma
§ Derived ability scores
· Ability scores that are derived from other ability scores, skills, etc.
· Hit Points (Life)
¨ Standard life point system used for most races.
¨ Hit Points are derived from ‘Physical’ ability scores (Strength, Dexterity, and Constitution)
· Magic Points (Mana)
¨ Standard magic point system used for most magic.
¨ Magic Points are derived from ‘Mental’ ability scores (Intelligence, Wisdom, and Charisma)
· Devotion
¨ Derived from Wisdom
Ø In-Game Actions Modify
Ø The higher your devotion is the easier it is to get higher, the lower it is the easier it is to loose.
¨ Devotion adds power to your devotion based spells and abilities.
§ Sub-ability scores (Comeliness, Stamina, etc.)
Ø Skill focuses available, but no ‘classes’
§ Skills advance as you use them
§ XP pool allows you to put extra points in a skill that is difficult to advance
§ Skill focus talents and related abilities increase the speed that skills advance.
Ø Unique Modifiers
§ Talents
§ Skill boosts
§ Unique abilities
Ø Predefined faction
Ø Mutations
§ Benefit vs. Drawback
§ Can create story behind the mutation
Ø Races
§ Proposed Starting Races
· Human
¨ At least five or six different sub-races of humans, plus several standard humans in several different locations with different ways of life.
¨ Humans are the standard for which all races ability score modifiers are based off of.
· Elven
¨ Several sub-races with at least a couple starting locations for the main branch.
· Dwarven
¨ A few sub-races with many starting locations for the main branch. Dwarven cities will have less variation than other races cities.
· Orcish
¨ The ‘main branch’ of the Orcish nation is simply the largest city-state of the race. All other cities are technically sub-races.
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