Just a list of things that comes to mind when thinking about what the simulation (game) contains. Do not confuse with the more technical simulation objects (SOBs).
The document will also try to identify different problems and attributes related to the objects.
This document will be used to create further documents to design the base simulation systems. Starting with the document GameObjects.
- creatures
- move around
- make noise
- characters
- talk
- aggro mobs
- attack
- monsters
- friendly mobs
- pet
- summoned creatures
- ghosts and other ethereal beings
- equipment
- pick up
- put in inventory
- equip
- enhance abilities
- weapons
- use/do damage
- armor
- absorb damage
- clothing
- protect from cold
- containers
- put things in
- take things out
- If you think about it - every container is kinda special. Like you can't put liquid in a box. And you can not put a sword in a bottle. So how do we know what you can put in something?
- boxes
- barrels
- bags
- flasks
- bottles
- mugs
- vials
- environment
- fog
- density
- limit visbility
- motion
- wind
- speed
- direction
- snow
- density
- size of snowflakes
- affected by wind for animation
- limits visibility
- accumulates on surfaces
- rain
- density
- size of droplets
- affected by wind for animation
- limits visibility
- accumulates in concave surfaces
- season
- affects temperature
- affects trees and other stuff - falling leaves, no leaves etc
- dictates what kind of weather might happen
- temperature
- dictates if it will snow or rain, or if you are cold or hot etc
- affects natural processes - water evaporation, rotting etc
- time
- almost everything needs to know the time
- might be manipulated by magic
- lightsources
- affects vibility
- can awaken a beast if you walk in his lair with a torch
- sky
- appearance based on weather
- can be affected by magic - holy light etc
- can be controlled by other events based on say storyline
- fog
- furniture
- burn
- chairs
- sit
- cupboards
- tables
- food
- eat it
- prepare
- skills/activities
- learn
- use
- degrade with time and other reasons
- spells
- create
- learn
- use
- affect creature, damage creature, levitate object etc....
- potions
- create
- use/drink
- affect creature (buffs)
- drinks
- add energy? / keep people alive?
- documents
- burn
- read
- water
- swim
- drink
- drown
- fire
- burn flammable objects
- heat non-flammable objects
- create smoke
- smoke
- choke creatures
- traps
- trap creatures
- set up
- disarm
- detect
- buildings
- enter
- exit
- climb on top of
- grass
- eat
- density
- type/variation
- height
- trees
- height
- thickness
- type
- get sap
- get fruits
- harvest wood
- wood
- carve
- rocks
- kick
- pick up
- throw
- harvest
- carve
- do damage
- break
- quests/storylines
- use/run
- buffs
- create
- affect creature
- view in GUI
- landscape
- collide with stuff
- mini-games
- play
- chat
- spatial chat - chat by default will only be audible so far
- oog (out of game) chat - provide a means for players to chat independent of region. There could be a few different channels as well. Maybe this is configurable so that the GMs of the "role playing" shard can turn off all but spatial chat.
- drunken chat - being inebriated may garble what you say. Would this apply only to spatial chat?
- chat triggers - there could be object triggers in the game that listen to spatial chat. Examples:
- PC says a magic phrase and a hidden door opens.
- PC says a prayer at a holy altar and a demon/angel spawns.
- NPC hears two PCs chatting and a key word triggers logic that initiates it to try to join the conversation (ala Eliza for MMOs)
- private messages - chat between just two people (maybe conferences are possible for more than 2 people?)
- guild chat - chat for all people in the same guild
- party chat - chat between people in the same "hunting party"
- tournaments
- create
- keep score and other stats
- present prizes
- player groups
- guilds
- create
- name
- logo
- members
- view in GUI
- guild rank
- guild gain rank based upon the accomplishments of its member characters
- guild rank provides guild-wide benefits (e.g. bonus hit points)
- politics
- guild agenda (probably just some text like a mission statement.)
- hierarchy and taxes
- guilds pay the government taxes based on membership, etc
- guilds pay their parent or patron guilds taxes based on a negotiated rate
- guilds provide points towards their patron guild's guild rank
- guilds receive a percentage of the guild rank bonus from their patron guild
- leadership models
- authoritarian (members can take over by getting their leader killed)
- democratic (members can vote for their leaders.)
- Pre-Defined Roles
- leader
- member
- Leader Definable Roles
- leaders can define role names (e.g. duke, earl, sergeant, lieutenant)
- leaders can assign roles duties
- can add new members
- can remove members
- can remove cash from bank
- commerce
- guild owned shops
- guild owned houses
- guild head-quarters
- temporary groups (hunting parties)
- create
- add/remove members
- party benefits (shared xp from collaborative events, e.g. combat.)
- view in GUI
- gangs (permanent groups, very crude guilds)
- create
- name
- logo
- add/remove members
- view in GUI
- gangs have 2 pre-defined roles
- leader
- member
- guilds
- enchantments
- affect items or creatures (buffs)
- doors
- open
- close
- strength
- windows
- open
- close
- crawl through open window
- falling leaves
- money
- collect it

- collect it
- gems
- craft things
- trade it
- fight moves
- create
- use
- learn
- physics
- rigid bodies
- constraints
- constraint connectors
- deformable bodies
- particle systems