sandbox multiplayer roguelike set in the dark ages that encourages player created content (the material to gain for it shouldnt b cheap n easy breezy, but enough to not feel too much like a chore to grind)
features list:
perma death : when the player dies hes out for good until the server restarts (everyone else dies) in memory of the player, his colleagues can forge a tomb stone in his name, as well as have his corpse put to rest in a grave yard, tomb, or any other structure
quick and lethal combat : weapons are MEANT to slay a foe are they not? no turn based actions, no stat based battles; just you, your skill, and your trusty pixel sword!!
weapon material matters? not on my watch! its about how experienced you are with the weapon : a battle honed war lord with a bronze sword can end the life of a rookie with a steel sword easily.
these swords are just different color reskins! no two weapons are the same : personalize your own one of a kind tool for combat with jewels, the blood of your fallen adversaries, obscure markings, you name it!!
dynamic ai that flunctuates on the players & survival by acting and reacting to them : the wolf is a good example:
if a player comes in contact with a single wolf, know they may not be alone and can howl to attract attention....and then the pack members may arrive
wolves may behave and act differently to the player (especially if the player saved 1 from near death), this could lead to taming and so on...
wolves always begin with atleast 1 den in their disposal : they have the freedom to move it whenever they feel threatened or if things are simply not working out
the wolves also have to keep up their own pace of food, and will end up hunting from time to time...bringing food back to the den
these are only a few mechanics that the wolves have implemented, but we could list them for hours
no single being has a respawn time : particularly with enemies (no npcs): when the world generates, all enemies are placed in at a single time and will act and react to the ecosystem
the world slowly progresses to the corruption of magic : everything starts out familiar and normal at the very beginning of sessions...and then we start to notice a demon duck laying waste with his meteors near our encampment
day & night cycle + seasons : self explainatory, however this also determines what animals you may find in your travels as well as any other unfortunate events...(wild fires sparking hot in the summer time across grasslands)
randomly generated appearance & history : no two players are the same either: one could be a white female with skill in baking, the other a black male who loves to knit, and then you have the occasional kity cat or doge player...
theyre pretty sketchy and scrappy ideas, but ide like to see them merge into some rad game after all!!1