Design - epthed/GhostSystem GitHub Wiki
Design doc for Ghost System
Concepts
Shadowrun + Dresden files rpg, MMO roguelike.
kept simple enough and d6 based, that it can be played on the tabletop.
Open source license, but somehow collect optional money? patreon?
Characters are persistent, can only be threatened while offline if they have a significant role.
Story
Story driven. Each character/organization/neighborhood has a story.
Story consists of Ambition (overarching goal), immediate goal, effective opposition (https://blog.karenwoodward.org/2012/06/jim-butcher-how-to-write-story.html)
minor/major antagonists per mission. 1-2-3 minor antagonists.
Relationships between all entities that have interacted with each other, + or - Pull antagonists from - relations.
Set in san fran/bay area after it becomes a neutral zone after china invades or something. Trouble is that I hate modern china so featuring them is bad. Maybe have japan lead the corp magic revolution, bay area gets split between Japan/China/US
Vampire bio terror attack. Get nuked. 3 billion dead, magic societies go public
Aesthetic/inspirations
Neon everywhere, rain, pollution (most poor people are bald)
Akudama, akira, gits, shadowrun, cyberpunk, blade runner, gibson, watchdogs for device manip, tales from the afternow
Starting scenarios:
down and out, go postal, fired military, disgraced (any job), ganger, Japanocorp executing you
Minor Lore
Tales from the afternow: Everyone poor/non-corpo is bald because of pollution. hats/implants/Neon hair implants are common.
Technical Architecture:
played via browser, players talk to “local” instances, local instances handle the active game, and update the “world”. Webtiles. Crazy idea: run local instance on client machine in JS? Beware of cheating? Can’t actually prevent, maybe obfuscate and use multiple verification hashes?
Focus on “pinging” interactivity with clicking, good comms chatter to intercept.
Time flows independently, different from typical roguelike keypress=action. In combat set it to turn based, if multiple players set a turn timer.
City should be teeming with illusory people/cars/buildings. Only becomes real/calculated when interacted with. “World” keeps generation tables for people/cars/buildings in it’s map for each chunk.
Special locations like headquarters and customized houses get saved as maps.
Plans should be a flexible system. Informing wait triggers, spawning legwork to get info, etc.