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A 2d game that aspires to be similar to Rimworld, with more depth, magic, and RPG concepts.

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MagicalLife

Magical Life

A fantasy world that imagines what a Rimworld style game could truly do if it had more elements in common with Dungeons and Dragons.

Project Needs

  • Textures

  • Sound Effects

  • Songs/Soundtrack

  • Quests/Written story/Lore

  • Graphical Programmer

  • Testers

If you can provide one of the above things or have skills involving programming graphics or testing, let me know!

You can email me at [email protected] or create an issue in this repository.

I would appreciate the help. Thanks!

Features

  • Multiplayer support
  • Hardware accelerated graphics via Monogame

Roadmap (In no particular order)

AKA TODO:

  1. Not buggy graphics 1.5 Items
  2. Character Actions (such as mining or building)
  3. Natural objects such as trees
  4. Character Classes and XP system
  5. Creatures (Enemies and Animals)
  6. AI
  7. Spells/Abilities
  8. Fantasy Loot
  9. Dungeons
  10. Randomized Quests

Mod support: Always a priority

Vision

A polished game with aspects similar to RimWorld, but with magic and aspects of RPG.

Goals

  • High replayability value
  • Balanced gameplay
  • Fun multiplayer game experience

Dungeons

  • Should be kinda scary (Scary sound, Scary visuals, nasty monsters)
  • Dungeons are spawned in the world with random difficulties
    • Go into one at your own risk
    • Higher the difficulty, the higher the reward
    • Some components for spellcasting or tech components might be found here
  • Unlike games like D&D there are no restrictions on how many characters go exploring a dungeon
    • A large population might enable you to raid a more difficult dungeon, abeit with high casualties

Economy

  • Based on supply and demand
  • Everything the merchants sell has to come from somewhere
    • If supplies dry up, merchants don't have much to sell, and prices spike
  • You can have your colonists do trade routes with other players, trading goods for other goods or money at a preagreed rate

Multiplayer

  • Should support at least 10 players running on a dedicated server
  • Diplomacy system enabling various treaties (As well as war)
    • Peace treaty, trade treaty, defensive pact, Alliance
  • You can claim territory by building a special structure
    • Other players cannot do anything besides pass through unless you give them the correct permissions

Enemies

  • Enemies will be based upon various mythology, such as Greek mythology, Norse mythology...

World

  • Procedurally generated world
  • Custom world sizes
  • Other "Dimensions", with different creatures, plant life, and materials

Food

  • Everything needs to eat
  • You start the game with two different bags of seeds
    • Seed bags never run out
  • To get a new type of seed, you have to purchase it from a merchant, or craft a lot of the crop into a seed bag
  • Merchants only carry a few seeds of a type, so on a large multiplayer server you will have to trade for it

Tech and Magic

  • Both technology and magic are availible
    • Technology is based more upon resource processing and research
    • Magic is based upon character leveling up, learning new spells, and gathering components for permenent spells

Classes

  • Various character classes exist
    • Wizard, Cleric, Thief, Paladin, Necromancer (Evil Cleric), Monk, Warrior, Knight *Each of these can have subclasses
  • Characters with classes like above are not really capable of participating in the tech progression
    • They aren't allowed to research technology or construct tech items
  • When a character levels up, they can choose to gain various abilities
    • At low levels, they are allowed to instantly choose which abilities they get when leveling up
    • At high levels, they may level up, but to actually get a new ability and spend ability points they need to be trained by a trainer in that specific skill

Skills

  • Everything is a skill
  • Construction, Mining, Hauling, shooting, melee, research, trading
  • Even things from RPG classes are skills
    • Just because the wizard gained the ability to cast a new spell, doesn't mean he is good at casting that spell
    • Fighters have to get good at the various moves and abilities they learn

Technologies

  • The tech tree starts in basically the stone age
  • You know how to make fire, hunt, and make crude weapons and tools
  • Tech tree ends in the far off future, where everything is digital, artificial intelligence runs your base, and the dying can be healed of everything

Magic

  • There is a spell for doing almost everything
  • Spellcasters only know a few spells to begin with
    • They have to find scrolls with the correct words to memorize
  • Some spells are permenent, others are one time effects *Permenent spells require components, and have a high mana cost
    • Permenent spells can be destroyed/dispelled
  • Examples of permenent spells *Light, grow crops, intruder alarm...
  • Temporary spells
    • Terraform land, fireball, energy bolt, magic barrier...
  • Spellcasters only have so much mana, so they can only cast so many spells until they run out *Mana is regenerated by sleepa
  • Casters of the same type can work together
    • Ex: Two clerics could work together to cast a spell with mana requirements higher than they could meet alone

Libraries Utilized

MonoGame

Does the heavy lifting for graphics, asset loading, and more!


MonoGame.Extended

Used to capture keyboard and mouse input


A* Algorithm by Roy-T

Provides the pathfinding for Magical Life


Serilog

Used to log things


ProtoBuf-net

Used for quickly serializing objects into a small payload to be sent over the network


Simple TCP

Utilized to send data over the network

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A 2d game that aspires to be similar to Rimworld, with more depth, magic, and RPG concepts.

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