Working title 'tgame' is provisional. Top-level samples/ and docs/samples/ are gitignored; visual/art pipeline lives outside this repo.
60 lines
2.9 KiB
Markdown
60 lines
2.9 KiB
Markdown
# Roster
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The minions you hire are persistent named characters, not fungible workers. This is one of the most important design choices — it's where the game gets its heart.
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## Identity
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- Named characters with portraits, traits, backstory blurbs.
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- Roster cap of ~10–30 (raises with Guild Rank).
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- Killable / loseable in the worst case (see expeditions).
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- You grow attached. That's the point.
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## Classes (working set)
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- **Gatherer** — herbalist, miner, hunter, fisher subspecialties; biome-specific yield.
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- **Soldier** — escorts gatherers into hostile zones; defends the guild hall in raid events.
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- **Engineer** — operates workshops; subspecialties: smith, alchemist, weaver, jeweler, etc. Each unlocks/upgrades a station type.
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- **Merchant** — boosts sale prices, unlocks distant markets, runs caravans.
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- **Scholar / Cartographer** — generates recipe hints, scouts new zones, deciphers relics.
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- **Beastmaster** — tames creatures from expeditions for unique materials and companion bonuses.
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Subspecialties unlock at level milestones. Classes are fixed at hire; subspecs branch later.
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## Traits
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Rolled at hire. Modify outcomes across systems. Examples:
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- Greedy (better loot rolls, occasional pocketing)
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- Brave (resists fear/morale events, lower retreat chance)
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- Lucky (chance to upgrade craft quality band when assisting)
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- Devout (better at enchanting, immune to corruption)
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- Ill-tempered (rivalry chance, refuses to team with certain trait combos)
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- Drunk (random; may sleep through an event, may roll a critical, narratively rich)
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Trait pool gets richer as you go. Some traits are gained or lost via expedition events.
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## Paper-doll portraits
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Layered sprite composition (no runtime AI):
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- Base character art in a fixed pose/perspective.
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- Gear pieces (helmets, chestpieces, weapons, cloaks, accessories) are transparent overlay sprites in the same pose.
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- Engine composes them at runtime: `base + helmet + chest + weapon + ...`.
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- Hire-time variety from layered face/hair/skin/costume sprites combined combinatorically — small library, lots of unique-looking applicants.
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Trade-off: characters live in a fixed pose. Standard 2D RPG constraint, fine.
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## Relationships (Nemesis-style texture)
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Emerge from shared expeditions:
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- **Bonds** — combat/teamwork bonuses for paired minions.
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- **Rivalries** — extra negative event chance when forced together.
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- **Mentorships** — XP transfer; senior minions train juniors.
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- **Grudges** — refuse to team after a betrayal event.
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Open question: how mechanically deep should this go? Could be flavor only, or could become a real meta-game.
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## Hiring
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- Daily refreshed applicant pool at the Guild Hall.
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- Pool quality scales with Guild Rank reputation.
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- Each applicant: portrait + name + class + traits + one-line backstory (all from authored pools, combinatorial).
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- Hiring costs gold; firing costs a bit of reputation; resignations happen if morale tanks.
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