Pantaleon
Pantaleon is a turn-based strategy game in a medieval fantasy settingThe Crew
Pantaleon is being developed by:Juan Jesús García de Soria Lucena - Skandalfo
Miguel Guzmán Miranda - Aglanor
The World
Tiles
Tiles will be hexagons that conform a map of the desired size.The hexagons will be on a grid numbered by rows and colums. From an hexagon, the adjadecent hexes will be marked as (clockwise, starting at top) NE, E, SE, SW, W, NW.
Each hexagon will have a number of properties regarding:
- Coordinates
- Terrain Type
Maps
Maps are a collection of tiles. Maps will have 3 possible shapes:- Isolated: the map is part of a bigger world, and thus edges are isolated.
- Spherical: the world resembles an spherical planet. East and west edges are connected, but north and south poles aren't.
- Toroidal: the world resembles a torus: east and west edges are connected, north and south edges are connected too.
Creatures and Units
The creatures will be made from unit templates. The creatures templates will have slots so you can attach creature features to them.Definition
- Attributes
- Strength: determines damage and hit points.
- Agility: determines hit chance and movement speed.
- Intelligence: determines mana and combat behavior (the intelligence determines the size of the script that define this creature behavior).
- Statistics
- Size: the size of the creature.
- Hit Points: determines the damage the creature can sustain. When HP reach 0, the creature collapses and it's a casualty.
- Armour: prevent damage to the creature. See Armour and Damage.
- Attacks: the creature can have 0 or more attacks. See Attack.
- Melee Defense: the creature defense against melee (range 1-1-1) attacks.
- Ranged Defense: the creature defense against ranged (projectile) attacks.
- Skills: these are abilities that the creature may or may not possess. Skills also have levels, but its values are normally from 1 upwards.
- Stealth: creature is concealed from the sight of other creatures.
- Scout: creature can spot creatures with stealth (chance to be determined).
- Regeneration: at the beginning of each combar turn, creature regenerates [lvl] hit points.
- Fear: in combat, creature causes enemy to flee in fear or awe.
- Flight: creature can fly over obstacles.
Creature Templates
A creature template will have the folling slots:- Head: 1 or more heads
- Body: 0 or more body slots, each one can have up to 2 limbs. Bodies can be either horizontal or vertical.
- Limb: 0, 1 or 2 limbs. Limbs can have 1 to 3 traits: striker, locomotive, manipulator.
- Tail: 0 or more tails
Limb Traits
A limb may possess 1, 2 or all 3 of the following traits. For instance, a bunch of tentacles may be locomotive, manipulator and striker):- Striker: Used for combat. An striker allows the creature to attack and defend. Examples: a lash, a sting.
- 1 or more Attacks
- A Melee Defense Modifier: adds to the defense of this creature against melee attacks.
- A Ranged Defense Modifier: adds to the defense of this creature against ranged attacks (by blocking missiles).
- Manipulator: A manipulator limb allows the creature to use 1 or more items (like a weapon, a shield, etc). Examples: an arm, a prehensile tentacle
- Locomotive: Improves the movement of the creature. Examples: a leg, a wing, a bunch of pseudopods
- A Initiative Modifier: adds to the initiative of this creature, allowing it to react faster, thus earlier, in the combat turn.
- A Movement Modifier: adds to the movement of this creature, allowing it to move faster, and thus further. Used in both land and combat movement.
- A Ranged Defense Modifier: adds to the defense of this creature against ranged attacks (by dodging better).
The vertical bodies with locomotive limbs do not add to movement.
In combat, strikers from the first horizontal body can attack only the front hexes, strikers from the last horizontal body (assuming more than 1) can attack only the rear hexes, and strikers from the middle body (assuming more than 2) can attack only the side hexes, and only half of them in each side.
Creature Sizes
The size will be a scale factor that will affect the statistics of a creature.- Familiar (x0.25, 4 in an hex): tiny animal. Examples: rat, cat, homunculus, fairy.
- Creep (x0.5, 2 in an hex): small creature. Examples: kobold, goblin.
- Creature (x1, 1 hex): normal sized creature. Examples: human, orc, gnoll.
- Brute (x2, 2 hex): big sized creature. Examples: ogre, minotaur.
- Colossus (x5, 7??? hex): enormous creature. Examples: giant, behemot.
Combat Statistic Definitions
Attack
A creature can have 0 or more attacks. Each attack has the following attributes:- Hit Chance: the chance to hit for this creature.
- Range: range of this attack. Range 1-1-1 is "melee" attack, while other ranges 1-Y-Z and X-Y-Z are "ranged" attacks (this distinction is only needed for defense).
- Minimum Range: minimum range for this attack. It is not possible to attack an enemy before this range.
- Medium Range: medium range for this attack. Attack beyond this range do half damage. Must be >= min range.
- Maximum Range: maximum range for this attack. It is not possible to attack an enemy beyond this range. Must be >= med. range.
- Damage: damage done by this attack. An attack must have 1 or more damages.
- Type: the type of damage (strike, fire, poison, etc).
- Amount: the amount of damage, usually a random number among a range (e.g.: 13-18)
- Minimum Damage
- Maximum Damage
Damage Types
An attack can cause 1 or more "damages". A damage has an amount (potence) and a type. Types of damage are as follows:- Strike (kinetic)
- Slash
- Blunt
- Piercing
- Elemental
- Fire: fire or heat elemental damage.
- Water: water or frost elemental damage.
- Air: air or lightning elemental damage.
- Earth: earth elemental damage.
- Forces: (rare)
- Death: death damage (corruption and decay).
- Life: life damage (acid, poison) Alchemistic damage?.
- Light: light damage (rays) (does extra damage against evil creatures) (extremely rare)
- Darkness: shadow damage (does extra damage agains good creatures) (extremely rare)
Lores ???
The Lores are the ancient knowledges that allow the creation of marvels and wonders.- Summoning: the arcane art of invoking creatures.
- Alchemy: the knowledge of the transmutation of substances.
- Thaumaturgy: the science of magic and spellcrafting.
- Mechanics: the techniques of object creation.
- Construction: masonry, the science of creating buildings.
By learning Summoning you will be able to create more complex creatures, bigger ones and with better body parts.
Alchemy gives you the ability to create substances wich will give one-time powerful boosts to your creatures, like healing vials or strenght augmenting potions.
Thaumaturgy allows you to create and cast more and more powerful spells as you learn the secrets of Magic.
Mechanics allows you to create better swords, armors and shields, and then create more complex machines like crossbows.
Construction give you access to new types of buildings that will improve your cities and their defenses.
Of course, these knowledges can be used together ???
Summoning and Alchemy will grant you access to creature parts imbued with alchemistic propierties, that will allow your creatures for instance to breathe fire or spit poison.
Summoning and Thaumaturgy will reveal you body parts that will grant your creatures magical powers like invisibility, unwinged flight or teleportation.
Summoning and Mechanics will let your creatures have mechanical body parts, like iron claws or wheels for legs.
Thaumaturgy and Construction will allow you to create Circles of Power and Portal Gates.
Mechanics and Alchemy will allow you to research powerful items like black powder weapons or steam powered cannons.
Mechanics and Thaumaturgy will grant you the ability to create magical items like flaming swords or enchanted armors.
Mechanics and Construction will let you build siege engines like catapults and siege towers.
Thaumaturgy, Mechanics and Construction will let you know the secret of the Artifacts: incredibly powered magical creations, of which only one at a time can exist.
The Combat Turn
- Update
- Calculate all effects
- For each creature
- Apply all effects
- Calculate casualties
- Creature Movement
- Creature Attack
- For this creature, check if it has a script of target selection
- If it has it, call the script with the current combat situation.
- If it hasn't, check which attack would do most damage. For each attack of this creature:
- Check which targets are in range.
- Add to the target a "possible damage amount" based on this attack.
- Once all the attacks are checked, choose the target with the most possible damage amount. If draw, choose the one with the most hit points left. In draw, choose the nearest. If draw, choose random. Doubt: should they attact directly the nearest? Or there should be a skill like "cold blood" for that?
- Make all the attacks in range against that target.
- Calculate damage and casualties
Code
Packages
org.worldforge.pantaleon.worldworld and map managementorg.worldforge.pantaleon.templatetemplate and creature management
Scratchpad
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