GREEKIE is the name of a project that seeked to build the design doc and then develop a game based in the Greek mythology.
The goal was to have the game be developed by a group of individuals from all around the world. Currently, however, the project is dead.
The first version of the design doc was made by Ethaniel, Meldokios and Slash; then the first bounce took place, where the doc was sent via email amongst the bouncers team, and each one made additions and corrections to it.
After the first round finished not much else was done, until the document was put together in a website by Slash, together with a new development dynamic and a discussion forum; however people didn't participate directly on this phase, with the exception of R Dan Henry suggestions and some minor comments.
Finally, Slash put it into a wiki and created a new forum for it, however the wiki was lost, the forum remained at http://z12.invisionfree.com/greekie/
Latest known contents of the Design Doc (v0.1.8)
CONTENTS ======== INTRODUCTION Game Goal Document Guidelines Bounce Rules Vote Overview THE MANUAL Being Attributes Hero Bonuses Culture Mentors Gods Divine Interventions Politics of religion Wishes Divine Interventions by god First Generation Second Generation Divine Intervention Effects Skills The World Monsters Death Artifacts Combat APPENDIX Contributors The Ring of Bouncers: First Round Document History ------------------------------------------------------------------------------- INTRODUCTION ~~~~~~~~~~~~ Game Goal [S] ==== ==== The goal of the game is to have a lot of fun, and become an hero to enter the olympus. There is no great evil, no chaos, just the wish of a commoner or almost commoner to have a place along the gods. Document Guidelines [AS] ======== ========== The version numbers must match the bounce, so Round 1 bounce #2 is ver 0.1.2 If you author a section put your initial (see APPENDIX) first (eg [E]), if you contribute to a section add you initial to the list (eg [EA]). Repeating your initial is fine, this allows the bouncer to see who has changed his section recently (eg [EADSET]). Don't use carriage returns, allow word wrap to handle new lines for you. Add your new content to the CONTENTS, increment the version number and date and add a line to the document history before passing on. Try to follow previous formatting rules for readability. Use http://www.spellcheck.net and http://dictionary.reference.com or same to check your spelling and grammar. Once this document reaches a certain size it will be moved to a wiki so it remains manageable. Bounce Rules [S] ------ ----- >From the newsgroup; For this very first round, we will use the "send document by email" rule, so please read the following carefully: * Please try to check your email daily * Upon receiving the mail with the subject: "GREEKIE BOUNCE # (x), ROUND 1", where x is the sequential number of the bounce that must increase with every email pass, you have 2 days to read the doc, modify its contents and add new things. * When two days have elapsed *since you got the document*, you must bounce it to the next developer in the ring, refering to this post if you have doubts about the bounce order. This is done to prevent time zone conflicts. * The transfer format you use is up to you; plain txt file or html single page are adviced. * In order to control the "game" and prevent conflicts, you must add the address "java.koder at gmail.com" in the CC field every time you pass the doc to the next bouncer. * And remember, have fun writing the doc! Vote Overview ==== ======== A vote was carried out to determine the general flavour of the RL and give some basic direction, permadeath being the only non-negotiable vote result; THE "GAME" DETAILS DESIGN DOC BUILDING [ ] Wiki ... (27%) [ ] Passing around a document via email ... (27%) [ ] Updating a common website .. (18%) [ ] Newsgroup ... (27%) CODE/INFO SHARING [ ] CVS ... (25%) [ ] Wiki ..... (42%) [ ] Passing around a document via email .. (17%) [ ] Updating a common website . (8%) [ ] Newsgroup . (8%) PROJECT IMPLEMENTATION LANGUAGE [ ] C++ . (14%) [ ] Java .... (57%) [ ] C . (14%) [ ] FreePascal . (14%) [ ] Other USE SOURCE [ ] Start from scratch (+ tools/libraries) ..... (71%) [ ] Angband . (14%) [ ] Nethack [ ] H-World [ ] ToMEEngine . (14%) [ ] Crawl [ ] DungeonMonkey [ ] Other LICENSE [ ] Copyrighted [ ] Open Source ..... (71%) [ ] GNU .. (29%) [ ] Other SUPPORTED OS's [ ] Linux [ ] Windows . 12% [ ] Both Linux and Windows .... (50%) [ ] Other ... 38% UI ISSUES DISPLAY [ ] ASCII ..... 63% [ ] Tile . 13% [ ] Both ASCII and Tile . 13% [ ] Graphical (ie like H-World or Baldurs Gate) . 13% CRITICAL DESIGN ISSUES GAME TYPE [ ] Pure RL . 13% [ ] Standard RL ..... 63% [ ] RL/RPG hybrid .. 26% [ ] RPG [ ] Other PLOT [ ] Overarching theme .. 22% [ ] Fixed . 11% [ ] Fixed but multiple paths . 11% [ ] Random selection of fixed each game ... 33% [ ] ToME style 20 random quests [ ] Plots with patchwork elements selected randomly [ ] Random Story Engine (the dream!) . 11% [ ] No major plot . 11% TURNS [ ] Turn based ..... 63% [ ] Turn based with segments (ie 10 steps to a turn) .. 25% [ ] Real Time [ ] Baldurs Gate "stoppable" Real Time [ ] Other . 13% RANDOMISATION [ ] Random dungeons ..... 29% [ ] Fixed dungeons [ ] Occassional fixed dungeon locations (ala Nethack) ... 18% [ ] Fixed overall Greek Map ..... 29% [ ] Some randomisation of fixed map .. 12% [ ] Random overall map . 6% [ ] etc . 6% PERMADEATH [ ] Permadeath ...... 86% [ ] A Permadeath mode or "half/half" . 14% [ ] No Permadeath ------------------------------------------------------------------------------- THE MANUAL ~~~~~~~~~~ Being Attributes [SEST] ================ As we are looking for a simple and fun experience, let's try to have as less atributtes as possible, and not to mirror DnD classical stats. I think with these attributes will be enough to make our actions and they would allow enough character differentiation. Might: Resumes the proficience in combat, both Strength, Defense and Agility. Speed: Movement Speed Attunment: Connection with the gods, one attribute for each deity Personality: Interaction modifier. Knowledge : Lore about, monsters, history, places, people The character creation method consist on choosing 2 heroic ancestors, which define your initial stats; the following is the list of ancestors: Hero Bonuses ---- ------- Hercules Might * 3 Thesseus Speed * 2, Attunment Achilles Might * 2, Attunment Velerophontes Might * 2, Speed // Who was that one? I looked up in google and found nothing. Jason Might, Speed, Knownledge Odysseus Attunment, Personality, Knownledge Perseus Might, Knownledge * 2 Alexander the Great Might, Personality * 2 Homer Personality, Knowledge * 2 Leonidas Might * 2, Personality Hector Might * 2, Knowledge After playing some good enough characters (see Death), the player may choose different ancestors, which as a maximum may have 5 points distributen. Culture [STM] ------- The player may choose between the following cultures, which bring modifications to the initial stats, these are: Minoan Trojan Amazon : female only, excellent fighters and rangers Phoenician : social Assyrian Hittite Nubians Etruscan Thracian Spartians : excellent Fighters Macedonians Athenians : literate Teutons : poor ranged weapons, bonus on crafting The culture influences the initial Attunment with the different gods, thus giving each culture different advantages. Education [E] --------- I have a delema for this one... This is used to further determine the skills and education of our PC. But if you agree, should we use "mentors" (like Plato or Chiron) or "schools" (like Spartan millitary school etc.)? Anyway, this is what i'm thinking of... Mentors [E] ------- Kheiron (Chiron): Centaur mentor of many heroes like Achilles, Jason, Peleus... Plato : Philosophy and science Orpheus : music and poetry Aristotel : (Alexander's mentor) Pericleus : millirary and politics Hippocrates : Healing Asclepeus : Potions and herbs Schools [E] ------- Drama or Music : something like a bard school Spartan : Battle school Academy of Plato : philosophy, mathematics ( adds to knowledge att.) Private tutors : just adds to money cause the pc is rich to have private tutors No Eduacation : -knowledge, +might (cause pc worked instead) Priest school(?) : adds to attunment Gods [SSF] ==== Divine Interventions [SS] ------ ------------- The player may ask for different interventions to the gods, which may be granted depending on his attunment. The MP is represented by the favor index to the god to which the favor is being asked, and is reduced everytime the power is summoned. The more the attunment the higher likeliness of a sucessful effect and the higher the regeneration rate of favor. There is absolutely no "magic", as in the act of the player creating a divine effect by himself; he must always ask the gods for it. This also means that the traditional roguelike items such as magic wands, rods, spellbooks, scrolls, etc. must not exist. Off course, there are special artifacts created by monsters, heroes or gods. In order to call for a divine intervention, the player is prompted for a god and a wish; then depending on the attunment of the player, both general and within the god, a divine intervention. For this to be possible, the gods will be Actors inside the game, that will be constantly listening for the wishes of the people in the world and deciding what effect to produce over which targets. Politics of religion [F] -------------------- The relative power and alliances of gods constantly oscillate, as they live their eternal soap-opera. One day Zeus is alligned with Hera against Poseidon, the other day she might find out about his affair with Venus and switch sides. Those conflicts reflect on the real world - as we have seen in the history of Troy (the whole epic war started as a small quarrel between three goddesses). As a real hero, our player takes an active part in the events. All gods have a single attribute: power. The player can affect this attribute by completing certain quests. He/she may for example kill an ancient beast who took over Zeus's temple (Zeus gets power +1), give an antient artefact (Almathera's horn?) to Poseidon (Poseidon gets power +2), help build a dame on a river (Poseidon gets -2 power), and so on. The important thing is: every players's action has more than one consequence. When he slays the antient chtonic beast that conquered Zeus's temple, he makes Zeus stronger (+1) and his attunment with Zeus increases (+2), but it also makes Hades angry (it was his beast after all! attunment -2!) and not at all less powerful. The trick is to be attuned with the stronger gods, not with the losers. Or perhaps to help gods you are attuned with in becoming really powerful? >From time to time some random occurances change gods' power and player's attunement. Like: - Zeus marries Hera - player's attunment to each of the gods becomes the average of his former attunments. - Zeus divorces Hera - the players attunment to Zeus or Hera (depending on whom he helped last) becomes +3 and to the other -4. - A great flood raises Poseidon's power by 2 - other... These dynamic changes of power and attunments should make player more involved in the epic world he lives in. And also adds a bit of politics to his quest of entering Olympus - making the game quite realistic. Wishes [SM] ------ Protection: Pray the good for protection when in danger, may bring a counter attack Relievement: Bring peace to the wounded body or spirit Bring Wrath: Directly Attack the enemies. Spoil Town: Fills up suppliements of a town Divine Interventions per god [SJ] ------ ------------- --- --- Zeus (Life,Leadership): God of the sky and weather. Protection 1 Electrify 2 Electric Wind 3 Spark Shock Relievement 1 Wounds Cure 2 Wounds Cure 3 Restoration Wraith 1 Shock 2 Lighting 3 Lighting Storm Hera (Family,Loyalty): Associated with peacocks and pomegranates. Protection 1 Fake Knack 2 Charm 3 Hearth Softener Relievement 1 Journey Duty 2 Strength of Revenge 3 Strength of Revenge Wraith 1 Attraction 2 Disgrace 3 Air of untrust Poseidon (Sea,Ocean): Associated with earthquakes and horses. Protection 1 Sea wave 2 Lighting Horse 3 Ocean wave Relievement 1 Second Air 2 Combat Maestry 3 Bow of Honor Wraith 1 Wild Malboro 2 Storm 3 Fission Hestia (Hearth,Virginity): Assosiated with union and justice Protection 1 Holy Air Relievement 1 Make Wish Wraith 1 Fair Fight Hades (Death,Treasure) Protection 1 Unholy air 2 Crow's Call 3 Dragon Call Relievement 1 Silver Coin 2 Gold Pot 3 Silver Goblet Wraith 1 Fear 2 Storm 3 Caronte's Bell Divine Intervention Effects [SJ] ------ ------------ ------- Air of untrust: Brings untrust into a group of beings, making them fight between themselves. Attraction: Makes a Being feel attracted to other one, just to find his sharp weapon as a welcome. Bow of Honor: Creates an ethereal trident that may be used by the invoker for a short time, increasing his combat skill. Caronte's Bell: Calls for the massive death of people, the sucess is very limited. Charm: Makes a being forget he is in a fight and feel like defending the enemy. Combat Maestry: Raises the agility of a battler, allowing him to perfect his combat skill. Crow's Call: Calls a band of crows to attack the enemies of the invoker Disgrace: Turns two beings into discussion, which may become a fight to death. Dragon Call: Calls a fire dragon from the hades to scare all the enemies of the invoker. Electrify: Envolves a being with electric energy so that it harms the ones that touch him. Electric Wind: Creates a wind current that expands from a being and throws the beings around him away Fake Knack: Fools someone into thinking that he befriends an enemy Fair Figth: rom a group of enemies the stronger will challenge you, the rest will agree will result Fear: Causes fear in a group of enemies making them run away Fission: Creates a ground movement that destroys all kind of objects in certain range, rocks from the mountains and stones from the cities become deadly as they fall. Gold Pot: Creates a pot full of gold Hearth Softener: Makes a being completely think that he stands for nothing and he must aid his enemies. Holy air: Makes being not harm another one. Journey Duty: Recover all lost strength of a being as there is still a duty to be done. Lighting Horse: Summons a silver horse into a location, which helps the invoker to run away. Lighting: Summons a lighting ray to an aproximate location, causing huge damage uppon the object in which it lands. Lighting Storm: Summons several lighting rays to a location, destroying everything that is nearby. Make Wish: You may ask anything from gods... Ocean wave: Creates a huge wave of water that displaces eveything around it to a long distance. Restoration: Completely restores the status of a being Sea wave: Creates a small wave of water that pushes objects away from a location Second Air: Gives a being a second air at the fight, thus recovering his combat capabilities. Shock: Electrifies a being causing him damage and reducing his speed Silver Coin: Creates a silver coin Silver Goblet: Creates a cup of a liquid that when drink may increase your luck in the hades. Spark Shock: Summons a thunder ball around a location that throws everything away at long distance. Storm: Brings loads of water uppon a field, and gigantic waves in the sea, drowning and reducing the combat capabilities of the enemies. Strength of Revenge: Makes all the hidden strength of a being emerge to seek revenge. Unholy air: Makes beings refrain from aproaching another one. Wild Malboro: Calls a wild horse that may scare and attack the enemies Wounds Cure: Cures the health of a being. Second Generation [S] ------ ---------- Aphrodite (Love,Beauty) Athena (Wisdom,Science) Ares (War,Anger) Hephaestus (Fire,Smith) Apollo (Prophecy,Art) Artemis (Hunt,Survival) Hermes (Hagging,Negotiation) Skills [SM] ====== Combat: Weaving: Music: Item Crafting: Politics: High points here can bring or end war The World [S] === ===== The world is composed by a fixed overworld (Greece) connected with the main cities which are randomly generated and located, representing the uncertainly of the location of towns in this ancient age. There are also some dungeons sprinkled into the mountains of Greece. The world will also have special features like the Mt. Olympus, which has limited access until the character attunment with Zeus is high enough; the minotaur maze and some other spice locations based in the Greek Myths which have yet to be defined and specified one by one. The world is ambiented in the Bronze/Iron age in Greece, with the main weapons being the Spear and the Shield. There are also bows of limited range and effectiveness, and the cities and towns must be built having in mind a very primitive distribution of small houses and some important buildings. The dungeons will be caves with stairs up and down. The player must visit them and get to their bottoms to increase his Might and Attunment. Death [SA] ===== This RL, as agreed by democratic vote, is to be fully permadeath compliant - this is a condition on which certain members ([AK]) agreed to join the project at all and as such is non-negotiable. Upon Death, the character is taken to the Hades, where his fate depends on what he did in his life. There's no turning back to "real" world, but he can interact with the dead in this dark zone. When a character dies his main traits are recorded to allow the player to define a future character as the descendant of him, however for this to happen the player must have found a partner for his character in the run of the game, and this will not very easy to prevent possible exploits. This genealogy thing will increase the satisfaction perceived by the player, in that he will feel like he is playing with a "family" if he is good at the game. The descendant inherits aproximately the attribute distribution of his ancestos, in a scale depending on how good was the character and how deep he was in the genealogy tree. He may also possibly get one or two special items; this will reward the good players that advance their characters enough to meet a partner. When the player wins the game, he becomes an hero and thus can't be killed; however if he is badly hurt in his post-game adventures he will be taken to the Olympus, with most of his skills diminished and no equipment. Monsters (enemies) [E] ======== ========= This is mostly to give names and short descriptions for monsters and in later bounces, their stats and attributes. Automotons : animated statues created by the smith-god Hephaestus *Bronge Bulls : Bronge, breathing fire *Kafkasian Eagle : Bronge *Talos : Giant Robot of bronge. (Used to protect Crete against pirates) Phoenix : big bird with regenerating health Minotaur : the Labyrinth's end monster. Cyclopes : One Eyed beasts living in huge caves Cerberus : Hades guard 3-headed dog Artifacts [S] ========= Their effects will be determined when the item system is complete Adamantine sickle (Gaia -> Cronos) The Altar (Cyclopes -> Olympians) Nectar (RARE) - increase all stats by 1, 30% chance of -2 to all stats instead (rejection doesn't count as having taken Nectar). Ambrosia (EXTREME RARE) - makes character immortal (ie doesn't age) but not invulrable. Must of had Nectar immediately prior or drop dead. Good chance (75%) of killing character. Apple of Eris (Hesperides -> Eris) Bed of Helius (Hephaestus -> Helius) Belt of Aphrodite (Hera -> Aphrodite) Belt of Hippolyte (Ares -> Hippolyte) Bow of Odysseus (Apollo -> Eurytus -> Oddyseus) Brazen Castanets (Hephaestus -> Athena -> Heracles) Brazen Shield (Hermes -> Perseus) Bull's Hide (Hermes -> Hyrieus) Chair of Forgetfulness (in underworld) Golden Goblet (Helius -> Heracles) Helmet of Hades (Cyclopes -> Hades) Horn of Amalthea (Zeus -> Amalthea) Ichor (the blood of Gods) Lyre of Orpheus (Apollo -> Orpheus) Palladium (in Troy) Robe & Necklace of Harmonia Shield of Achilles (Hephaestus -> Achilles) Staff of Tiresias (Athene -> Tiresias) Thunderbolt of Zeus (Cyclopes -> Zeus) Trident of Poseidon (Cyclopes -> Poseidon) Winged Sandals (possesion of Hermes) Zeus' Umbilical Cord Hephaestus' Great Hammer Combat [A] ====== Combat is how GREEKIE will distinguish itself from the everyday RL. The main differences that will be noticed is the long sight range, the inability to use missile weapons at melee distance, and the movement of three squares for every round of average combat. Most RL's only play on a small part of the screen, whilst the rest of the screen is not currently visible to the PC but remains as a remembered map until revisited. As GREEKIE will feature lots of outdoor battles as well as dungeon fighting, the long sight ranges will make for a novel form of combat that fills the majority of the screen (normal RL is 80x25 although 80x80 would be nicer). Here are the base stats for the average PC at normal speed; SIGHT RANGE: 20 MELEE COMBAT: 3 turns MISSILE COMBAT: 2 turns MOVEMENT 1 SQUARE: 1 turn SWORD WEAPON RANGE: 1 square SPEAR/PIKE RANGE: 2-2 squares (not usable a 1 square range, no weapon switch penalty to sword) [*] MIN MISSILE RANGE: 3 squares (-25% to hit, +25% to damage) SHORT MISSILE RANGE: 4-6 squares (+10% damage) MEDIUM MISSILE RANGE: 7-9 LONG MISSILE RANGE: 10-12 (-10% damage) MAX MISSILE RANGE: 13-15 (-25% to hit, -25% damage) OVERLONG MISSILE RANGE: 16 (-50%,-50%) 17 (-75%,-75%) 18 (-90%,-90%) MISSILE PENALTY IF ENGAGED IN MELEE: (-25%) cumulative with following penalties [**] MISSILE PENALTY IF STRUCK IN PREV TURN: (-25%) cumulative with following penalties [***] MISSILE PENALTY PER ADJACENT MONSTER: (-10%) 1 square range MISSILE PENALTY PER SPEAR RANGE MONSTER: (-5%) 2 square range The standard missile weapon above is a bow, a javelin has a range of 3-10 squares (with similar penalties) but can be used as a spear/pike weapon as well. [*] A successful spear attack means the enemy (or the PC) cannot advance within MELEE range in their next move. The spear can be used to keep enemies at bay in this way, particularly ones that only carry swords. [**] Engaged in melee means the PC has previously had a monster try to attack him (miss/hit not relevant) and that monster is still within melee range of the PC. [***] Were there to be any spell casting (such as playing musical instruments - often used in Greek Myth to subdue monsters) they would suffer similar penalties as per missile combat. KNOCK BACK EFFECT: A common tactic in GREEKIE RL will be to knock back an opponent (such as a shield bash) to put them at spear range or missile range or to create distance, whether the monster is stunned for the round and how far back the monster goes depends on the PC's abilities and the monsters defence. FEEL FOR ENEMY: For every strike delivered to a particular foe (or delivered to the PC by a particular foe) there is a +1 to hit cumulative bonus against only that particular foe. If the PC hits a monster once it is easier to hit them again. When combined with tactics this can be deadly (eg Insane Accurate). TACTICS: The PC can pick from 7 postures and 3 tactics. The longer the PC plays in a particular posture and tactic the more skills they develop for them, but this is a from a set pool that develops only +1 per level and so is sucked from other postures and tactic levels: Postures Parry [+++def, no attack allowed] Coward [++def, --tohit, -todam] Defensive [+def, -tohit] Normal Aggressive [-def, +tohit] Berserk [--def, ++tohit, +todam] Insane [+++tohit, ++todam, no defence at all] Tactics Accurate [+tohit, -todam] Standard Bludgen [-tohit, +todam] Missile weapons can be fired over and through enemies, of course with the chance that they will hit those inbetween, including your own party members or NPC's. This chance is increased with the difficulty of the shot and number of bodies inbetween the PC and its enemy. Missile monsters can also accidently strike their comrades, and spear attackers suffer from a high chance (50% base chance) of attacking (but not necessarily hitting) team mates accidently if trying to go straight through them to the enemy. As you can see missile weapons will have their uses at range, but will not be a wise choice if overwhelmed and cannot be used at all for melee. Meanwhile with the long sight range one can calculate tactics as they engage in melee and monsters advance 3 squares per melee and close the 20 square gap. Within the dungeon, suddenly the tactic of hiding just around a corner becomes immensely more valuable for say a monster versus an archer type. During play testing the above figures would be adjusted for game balance, and to allow various styles of play to be equally attractive, and the use of different tactics for different scenarios very advantageous. ------------------------------------------------------------------------------- APPENDIX ~~~~~~~~ Contributors ============ R. Dan Henry ------------------------------------------------------------------------------- The Ring of Bouncers: First Round ================================= NB: Move your name to the bottom of the list once down... * John Zaxaridis [J] * Kornel Kisielewicz [K] -- START 28/1/2005 round 1 * Slash [S] * Ethaniel [E] * ABCGi [A] * Slash [S] * John Zaxaridis [J] * Meldokios Dragon [D] * Filip Dreger [F] * Tomasz "Warui" Nowakowski [T] * Markus Stehr [M] ------------------------------------------------------------------------------- Document History [A] ================ GREEKIE 2005 VER DATE AUTHOR NOTES 0.0.9 26/1 [S] Initial version bounced to [E] 0.1.0 28/1 [E] Added one ancestor and one unique item 0.1.1 30/1 [A] Fixed contents, doc history and author naming & other doc conventions - added combat 0.1.2 03/2 [S] Added divine Interventions and Wishes, fixed some author naming 0.1.5 07/2 [F] Added a small section on gods' power and politics</div> 0.1.6 13/2 [T] Some changes in ancestors, culture section 0.1.7 14/2 [M] Added: culture -> teutons, wishes -> spoil city, skills -> politics 0.1.8 16-02 [E] Added: Education System (mentors & schools), Monster names and types