DES201-2018, Class Storyworld01b: Progression Design (Players) by 1700282, Aaron

## Player Character Creation & Progression

To aid the creation of content on the Silk Road hub, character creation, customisation and progression design concepts are shown below to help determine the gameplay mechanics in non-specific instances. While purely conceptual, this is considered one approach to designing progression through initial mechanics, and isn't final.

### **Aspects Covered**

* Character Creation
	+ Gender
	+ Appearance
	+ Gifted Class
	+ Attributes
	+ Starting Locations
	+ Character Name
* Character Progression
	+ Battle Statistics
	+ Combat Abilities
	+ Player Capabilities
* Movement & Interaction
	+ Movement
	+ Sprinting
	+ Climbing
	+ Jumping
	+ Attacking
	+ Defending

In addition to the implementation of basic character considerations, an example character is provided, involving base class traits around a specific class. Please note, this isn't final, and is simply used to provide some context towards game functions and interaction models. It will include some general progression mechanics for example.

## Character Creation

During the initial stages of the Silk Road, the player is prompted to create a character, select attributes to develop, and ultimately pick a name, server and starting location. Below is an outline of a drafted creation:

 Appearance
 Gifted Classes
 Attributes
(different starting statistic
per starting Gifted Class)
	+ Attack; determines physical damage
	+ Accuracy; determines physical accuracy
	+ Ranged Attack; determines ranged damage
	+ Ranged Accuracy; determines ranged accuracy
	+ Defense; determines reduced damage taken
	+ Evasion; determines chance of evading hits
* Attributes
	+ Strength     (STR)
		- 2 x STR = 1 ATT
	+ Finesse      (FNS)
		- 2 x FNS = 1 ACC
	+ Vigour        (VIG)
		- 2 x VIG = 1 DEF
	+ Speed        (SPD)
		- 2 x SPD = R.ACC
	+ Intelligence (INT)
		- 2 x INT = +0.5% Magic Damage
	+ Spirit          (SPR)
		- 2 x SPR = +0.05% Magic Healing
	+ Charisma    (CHR)
		- 2 x CHR = +0.05% Dialogue Luck
* Weaponry
	+ Damage (DMG): Base Modifier for Weapon Damage
	+ Delay     (DEL) : Determines how long before next attack
* Alignments
	+ Light; Light-based enemies do less damage
		- Dark-based enemies *do more damage*
	+ Dark; Dark-based enemies do less damage
 Starting Locations
* St. Petersburg
* Cairo
* Moscow
* Beijing
* Hong Kong
* Tibet
* Karakorum
* Amsterdam
* Gyeongiu
* Constantinople
 Name
 Server

## In-Game Abilities

Described below are a series of abilities, capabilities and functions that pertain to the player's in-game use of their character. Again, not final but provides a base-line context for gameplay functionality across the board:

## Example Character (Ranger Lv.30)

The character described below, is a Ranger-type character defined by their base character creation statistics. Please note; players can customise their character as they see fit, ranging from medieval archer, to modern marksman. This capability to choose customisable options, provides players with a greater range of agency and implemented depths:

## Physical description

### Weight

Slim

 Level
 Stats
* HP: 0386
* MP: 0000
* STR: 24
* FNS: 26
* VIG: 26
* SPD: 32
* INT: 24
* SPR: 26
* CHR: 24

LATENT
* +12 ATTACK
* +13 ACCURACY
* +12 R.ATTACK
* +16 R.ACCURACY
* +13 DEFENSE
 Equipment
* DMG: 53
* DEL:  13

Ballistic Helmet
* DEF: 10 / +5 STR / -5 SPD

Ballistic Vest
 Abilities Unlocked
* Lv.10 Deadeye (increases Accuracy by 10%)
* Lv.15 Cover Up (equips Ghillie/Camo system)
* Lv.25 Onslaught (rapid, low-accuracy firing, 5 secs)
 Abilities Remaining
* Lv.40 Chamberfed (rifle only, custom round firing)
* Lv.40 Arrowshots  (bow only, custom arrowhead)
* Lv.45 Tactical Reload (instantly reload & attacks)
* Lv.50 Tight Grouping  (shoots 5 high acc/att shots)
 Misc
* Current Quest: *You Just Can't Order It Anymore*