79 lines
3.4 KiB
Markdown
79 lines
3.4 KiB
Markdown
# infinite subnasa game play manifiesto
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The subnasa game is the lag-free most faster subgame in minetest!
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## Information
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The **only hostile element is the players themselves** and the thrill is **teamwork**.
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The subnasa has as a **priority that many enter and that there is a danger of interference**,
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for this the trick is to provide an **easy environment and without hostile entities, easy to access**,
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this will attract many inexperienced players which will fill the server, this will allow
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that in the face of the danger of **other players interfering** with your things, **you have to live in groups**,
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as well as **hide**, which will make everyone think about how to defend themselves, which cannot be done alone..
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This premise means that mods like `mobs_monster` or `dmobs` do not exist, but if `mobs_animals`,
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which means for example that there are no armor or special biomes, but many houses and decoration,
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Additionally, for optimization reasons things like `unified_inventory` are not included but
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if things like `prestibags` and `ambience` are included, because the game must load on phones,
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phone memory is sometimes not large and mods like `nssm` involve a lot of data to deal with.
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## Introduction
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---------------
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The purpose of this file is not to define exact mechanics or goals, only the main goal,
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the game is a experience of group task, continuous play again others.. but in strategic way.
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Players may stole, take and serve stuff from and for others.. like a arachi one world.
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Future releases may introduce teams.
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#### Premise
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Server may or may nor reset the hole world.. ony that players carries will remain.
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## Core Gameplay
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The game should encourage the following core gameplay elements:
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#### carriers stuffs
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Players must take care of their life and have second one backup, cos world can
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be reseted in any moment, only that player carries in their inventory or bag will remain.
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#### Settlements
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The players should be encouraged to build settlements, and group together to survive.
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#### Survival
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Survival should take two parts, first should be an ever-present, ever-looming threat
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that players fight against. It should be the constant factor that players need to
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survive against to progress through the game.
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The second is the much smaller threat of basic day-to-day life, and the needs that
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come from that. This second threat should never overshadow the first, although
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neglecting it could result in a severe disadvantage against it.
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#### Exploration
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The players should explore and go far away but find ways to move on the hole map faster,
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never will be rewarded for exploring the area around them, although
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exploration should be difficult when are more close to spawn zone. The spawn zone
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is pretty dangerous. cos is full and is where players start, and lammers cheaters appears.
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## Player Progression
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---------------------
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The progression is only by itselft.. when gain more important stuff and ways to store, hide
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and revive from their fall and have back up of stuff. Cos other players always willchase resources.
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Difficulty should ramp-up over time, danger is increased when more players are joined, cos
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less resources will are available and most potential cheaters come in.
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## End Goals
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The end goal of the game is to survive, and eventually avoid cheaters
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or normal players beat you, or stolen your stuffs, when you are building and sharing with your friends
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