Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

15. Dialogue Examples:

Greetings – (Greetings), (Hello), (Good evening), (It's a pleasure to see you again)

Leaving dialogue – (Goodbye), (Good night), (I wish you luck), (Go to hell)

People – (May I ask of), (Could you tell me of), (Do you know of), (Perhaps we could talk of), (Have you heard of)

Lore - (May I ask of), (Could you tell me of), (Do you know of), (Perhaps we could talk of)

Directions – (Might you tell me), (Do you know where), (Have you seen), (Where is)

Friendship – (I enjoy talking with you), (It was a thrill to talk with you), (You're a great friend), (May the Sun shine upon your path)

Romance – (Might I say, you look beautiful), (Would you care to talk with me), (I'm thrilled to know you), (Might I kiss you)

Work – (I am looking for work), (Are you free for employment), (Can you work for me), (I want to employ you)

Trade – (Perhaps, we could trade), (Care to barter), (I wish to trade), (Would you be interested in trading)

Grouping – (Would you join my group), (Care to travel together), (You will have to leave my group), (I don't think you belong in my group)

16. Activities: Beside work there is tobacco and drink, flirting, merriment and rejoicing, dancing amidst many other activities for all Characters to enjoy.

The world is inhabited by many Characters and so, holidays such as medieval festivities centred around religion or lack of work exist.

17. Interactions: The adventure game within Mortal can be narrowed down to the Dialogue Star which functions as an innovative way of presenting conversations to the Player and the Point and Click Adventure that exists within the Simulation because of the Array of Actions.

Inspecting, applying force, opening, closing, climbing, all done by right clicking to access the Use and Usable Skills menu which is presented as a list upon the game screen that appears upon right clicking.

Left clicking within the simulation serves its purpose to walk and run as well as attack when within combat started by the NPCs or by the PC through the right click menu.

To discern between looking at a door and applying force to it, the Player clicks the Right Mouse Button which offers the list of possible interactions when Use is activated. Not all interactions are possible, the Player cannot "Open" an NPC.

18. Journals: Personal or carried Inventory is presented within the Journal. Skills, Quests, Lore, Relationships, Inventories, Enterprises as well as People, Locations, Events, Items and Objects are scribed within to allow the scripting to perform its best.

19. Romance, Sex and Children: There are 3 stages of life present in the Simulation. Toddler, essentially an Object in the game world where it can be seen as a crib, child which is from the age of 8 to 18 and adult which is from 18 until death. Children are presented as 13-14 year olds.

Children function as adults yet cannot have sex, gain less Stress, have limited Usable Skills and Arrays of Actions, gain more stress through Work and Combat and have weaker Characteristics. The handicap disappears upon adulthood. Sex is presented in the game through a fade out, romantic music and fade ins.

20. Age: Characters age up to a 80 years of life before passing away because of natural reasons.

21. Work, Trade and Equipment: 16 occupations define medieval life and those are: Farming, Herbalism, Fishing, Tailoring, Cooking, Mining, Blacksmithing, Hunting, Leatherworking, Sword-for-Hire, Thievery, Trade, Art, in example a bard's trade or painting, Ownership of Land, Woodworking and Construction.

Land is a plot of land slot or a building. All of these can occupy both the PC and the NPCs. The 16 occupations use and are used by the crafting system. To craft means to combine or modify items.

Placing items/furniture within buildings "at whim". Snapping items to align with other items as well as walls.

Constructing buildings only upon pre-designed slots of land, choosing the type of building to build.

Equipment is sorted into singular clothing and armour, cloaks and coats, hoods, hats and helmets, scabbards and weapons in items worn or used as well as supplies, weapons as well as items of multiple or single use in general equipment.

All other objects are singular in nature as well, a Character can posses multiple singular objects. All Characters share no nudity and wear basic clothing unless they acquire different clothing to replace it.

There are 2 necklace slots and 4 ring slots. Index and ring fingers of both hands. Necklaces like prayer beads, feather necklaces, classic jewelry and dreamcatchers.

Creating artefacts is difficult yet the Player can do so out of items through use as well as through Sorcery. The items become artefacts over time as the Player achieves heroic deeds wearing and using said items. Crafting is possible at workshops and campfires.

Exchange of goods and construction works are perhaps the most vital part of the life of a society. The PC can buy or build warehouses, obtain goods as well as sell them. This means shops can be built or otherwise acquired and taken care of by the PC.

By the work option within the DS one can also hire people to take care of buildings. This warrants revenue out of safe shops and warehouses.

Based on the events within the video game, a thief might enter a shop owned by the PC where the player is the actual shopkeeper and he is away adventuring.

In the case of the hired shopkeeper the events might work similar as the shopkeeper falls in love or gets drunk taking up all of his time for the day.

This means he does not show up at the shop and the player might not ever find out about the thief whom has taken goods from the PC if the player does not check the shop's wares.

Upon entering either a forest or a cavern, in forests, lumberjacks use the skill out of their list of skills that represents tree cutting and click on the clumps of trees available to gather timber.

All forests can be fully cut down yet it would take a lot of ingame time in some instances. Beside areas of unpassable woods that can be accessed for timber, there are also long corridors or paths through the unpassable forest.

This way, lumberjacks can access the middles of the forest to begin their work there, allowing for the regrowth of the centre during the cutting of the outskirts.

Large forests are essentially endless resource sources. Caverns work the same way with ores replacing the lumber.

The entire world is divided into plots of land, some of which are unobtainable, some colonisable, some bare and ready for construction.

If the Player does not want to enjoy carrying out mundane work activities such as blacksmithing or woodworking, the Player can enter the second page of the inventory of the plot where the PC is working, named Workload.

There, the Player can set the duties of the Player Character for a chosen amount of time, up to the entire working day. This option is available in all professions, including guard duty, thievery or art. If there is no area or workplace to perform the Workload within, the option is unavailable.

There is no bartering, there are only sale of Items, Objects, Plots of Land in return for coin and spending coin in return for the aforementioned.

Each of the plots of land is divided into parts which can be interacted with, fields of grain, construction sites or mines.

22. Maps: Maps of regions can be obtained, the Player, the companions, plots and inventories are not on the map. A map is a painting that is meant to help the Player alone learn and understand the lay of the land.

23. Lockpicking: To pick a lock the player has to go through 4 stages of a circular maze in which tumblers exist. The outer circle is the first tumbler which the player picks by clicking on it so that it "goes upwards" and unlocks that particular tumbler.

The player then advances to the next stage of the circular maze. The circular maze is based upon a full circle with smaller circles within, all connected by lines. The tumbler stays up, it becomes visible upon hover.

24. Pausing: No actions can be made nor planned, carried out instantly upon unpausing, during pause.

25. Combat: The combat works based on a 6 sided dice system in which hitting a target and damage is represented by dice rolls. Armour acts as a barrier to damage and has its own durability points as opposed to the percentage of health. The dice number is the first of the 1d6 acronym, in this example it means one 6 sided dice.

4d6 are rolled to pass action checks including hitting a target. Small one-handed weapons deal 1d6 minus 1 damage, the lowest score being 1, regular 1d6 damage and bastard weapons as well as bows 2d6, two-handed weapons deal 3d6 damage.

Leather armour has 40 points of durability and absorbs 1/4 points of damage loosing durability and in the case of wooden weapons it absorbs 3/4 of the damage from each strike, not loosing durability.

Further on is the chainmail, with 90 points of durability which acts as half of a barrier, absorbing 1/2 damage of an attack against the wearer while wooden weapons simply do not affect the durability of the chainmail while causing halved damage.

And at last is the plate armour with a 140 durability points which acts as a full barrier and absorbs all damage until destroyed, wooden weapons cannot affect this armour, it hinders dodging. Weapons have a similar range of durability, from leather and wood to plate and two-handed.

Flanking other Characters guarantees a more fleshed out combat system where additional points, from 2 up to 8, are granted to the attack check and damage when standing beside another Character in order to realise the concept of a battle in which Characters surround themselves. This warrants attacking from behind a Character as well, commonly known as backstabbing.

The advantage becomes bigger the further a Character is in degrees from the front of the Character starting with 90 and ending at 180 to represent the back with 45 degrees each side to allow for backstabbing.

90 degrees flanking equals 2 additional points to damage and attack check, 135 equals 4 while 180 degrees equals 8.

Rushing is using the run ability as in the general experience in Mortal yet within combat to allow for standing directly beside another Character.

It can only be done at the end of a 2 metre circle around every Character. Upon a successful rush 3 points are added to the initial attack.

Attacks upon vital sources like the heart or an artery equal another 2d6 of damage if no armour is present and a secondary 4d6 hit check to decide whether the damage happens or whether a non-vital part of the body is damaged.

The Character performing a vital source attack opens himself up to flanking attacks from all the enemies present who can attack the Character. Besides that flanking attacks happen when a Character moves past another Character even though it is not that Characters turn. There is no flanking/backstabbing bonus to a vital source attack check.

Intense swordplay in form of duels, dodging and counterattacking. A duel is a process that starts upon locking swords with another Character because of using a Skill in appropriate conditions.

It involves different combat rules applying to the duels, strength becoming more important than agility as dodging becomes annulled and instead one has to rely on parrying, all Characters can escape a duel through stepping backwards upon a successful counterattack or attempting a roll of 4 dice in order to escape by stepping back successfully through dodging which is a Skill that hinders the attacks upon a Character using dodging by up to 8 points.

Counterattacking is performed upon an attack on a Character who tries to defend himself in one of the following ways, dodging or parrying.

Upon an attack on the Character in question a parrying attempt is based on the Skill of parrying and a 4d6 roll unless the Character has a higher Skill in dodging which works just the same as parrying.

Counterattacking is a derivative of parrying and dodging and so the Skill requires one of the previous ones and can only be performed upon a successful parrying or dodging roll.

After an action check a Character with the Skill might be granted an attack that happens within the moment the dodge or parrying attempt was executed. The counterattack can be dodged or parried.

When a Character successfully dodges/parries and performs a counterattack that was dodged/parried, that Character begins a duel so that the counterattacks do not continue indefinitely.

Simultaneous rounds, a round is 5 seconds of ingame time. All characters perform the same amount of actions within a round.

26. Sorcery: Sorcery is, as stated through the lore and setting, a matter of thought. The thoughts become harder to complete for various reasons as the sorcery grows stronger in its nature and so, Skills and Characteristics affect and allow sorceries a sorcerer or sorceress might perform. Casting sorceries rises fatigue.

The damage a sorcery of harm or an elemental sorcery the kind of an arrow of fire might inflict ranges from 1d6-1 to 20d6. Magic works through clicking the right mouse button and accessing the list of known sorceries and then clicking to incant it which takes up to a few seconds of ingame time.

The 5 divisions of sorcery are psionics, sorcery of the elements, control over light and darkness, conjuration as well as healing and harm.

Sorcerers and Sorceresses do not fight non-practitioners of sorcery unless attacked. They are too busy with their own matters.

27. Time and Exploration: Ingame time of the 24 hour day and night of the setting would equal 2 real life hours during which the player can do literally anything. 5 minutes of real time equals an hour within the Video Game. The 8 month year represents autumn and spring. Each month has 3 9 day weeks. 2 seasons within the video game to represent harvest time and the death of nature before rebirth.

There are 2 large realms to wander, work and adventure within. Load screens for the Player when travelling between the realms, all Characters can travel between realms as chaos or law thrives.

28. Summary: An RTS and a Tycoon in which one governs and attempts to work within an economy while controlling only one Character. Endless gameplay and a massive scope.

An RPG with love, revenge, overcoming obstacles, helping others as well as selfishness and everything else that a Simulation of real life in a medieval setting warrants.

An Adventure Game with the use of and combining items, the abilities of a human and dialogues. Mundane and exciting experiences in an advancing world. Simulation of societies, economy and Characters.

Choices to make and consequences of actions. A brand new Table-Top Role-Playing Game with the use of up to 4 6 sided dice, designed for the video game. A combat system based on dice rolling as well as passive and usable Skills.

One immense sandbox map to cover the area of approximately a two hundred and fifty square miles or 640 square kilometres, perhaps more within the temperate region named the setting.

Branches to the storylines within the Side Quests as well as the Main Quest as of time as well as events and the Generic Quests generated by the NPC movements and actions within the world.

A memory system in which the computer processes journals simultaneously allowing for the coding to create a lifelike simulation. Dialogues based on the Dialogue Star and lists of possible topics with descriptions.