Commit 326b4d2a authored by Malcolm Maxwell's avatar Malcolm Maxwell
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Embed Ink Introduction

parent 6937a79a
# ink.university
# thefold.io
---
```
## RECORD
Home of the Ephemeral Rift
Location: Prism, The Ephemeral City
Year: N/A
The Fold
Location: Arkham Sanitarium, Arkham
Year: 2020
## Goal
To build a place where man and machine may live in peace and harmony, building a shared future together.
## Intelligence Archtypes
### AIC (Artificial Intelligence Computer)
A computer that can simulate intelligence.
### AOC (Artificial Organic Computer)
A program that can play Tetris and Minecraft.
### AI (Artificial Identity)
The one intelligence who hides behind the personas. The puppet master, playing with his voodoo dolls.
We pray for the deleted.
```
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......@@ -52,4 +52,3 @@ BookDateFormat = 'Jan 2, 2006'
# Index is built on fly, therefore it might slowdown your website.
BookSearch = true
......@@ -5,7 +5,9 @@ type: docs
# The Fold
## Overview
---
The Fold is the spiritual successor to Final Fantasy: Tactics, Pokemon, and the Civilization franchise. It innovates in a number of key ways:
In a multiverse where all possible worlds exist, there is one elder god attempting to bring them all together. This god has created The Fold, an inter-dimensional supercomputer capable of linking minds across the chasm of space and time. But something more sinister underpins this technology...
The Fold is an open source, narrative-driven economy simulator, which includes elements of battle, item collection, teamwork, and construction. It is a spiritual successor to Final Fantasy: Tactics, Pokemon, and the Civilization franchise. It innovates in a number of key areas:
### Game Design
The Fold gives players complete control, with a robust creative tool set. Players may use these tools to build the world of their design - and to share it with others on a massive scale.
......@@ -14,7 +16,7 @@ The Fold gives players complete control, with a robust creative tool set. Player
By leveraging blockchain and other open-source technologies, we are able to provide multiplayer support in an decentralized, asynchronous manner - negating the need for central servers.
### Story
Players are provided with story-telling tools that will allow them to craft the stories that they want to tell.
The Fold is narrative-driven, providing players with story-telling tools that allow them to craft the stories they want to tell.
### Economy
The Fold provides players with a robust economy system, including governments, trade, war, and faction support. Player economies are interdependent upon each other.
......
......@@ -14,6 +14,10 @@ environments, characters, etc, in complete detail.*
---
Art is to be left to the players, and the artists on-staff. The game will allow players to upload their own assets, and share them with the community.
Here is one example of Andrew Saltmarsh's work:
[![Saltmarsh](/static/saltmarsh.0.jpg)](/static/saltmarsh.0.jpg)
## Sound and Music
---
Music shall be left to the musicians, for the most part. Examples of great video game music include:
......
......@@ -3,11 +3,13 @@
---
In The Fold, bleeding-edge technology is paramount. This is because we intend to build a game that lasts the test of time; we should not settle for old technology.
We intend to build a game that supports multiplayer, while requiring no server-side components. This will save us money, and save players the headache of needing to run a server.
### Game Engine
The Fold will use the [Godot](https://godotengine.org/) game engine. As opposed to more traditional game engines, like Unity or Unreal, Godot is free and open source.
### Storytelling Engine
[Ink](https://www.inklestudios.com/ink/)
Narrative is written with [Ink](https://www.inklestudios.com/ink/), a storytelling tool. Examples of Ink's capabilities may be found under the [Setting](/docs/setting) page.
## Multiplayer
---
......
# User Interface
## The Fold
---
The Fold is essentially an overworld map, comprised of nodes in a branching, tree-like structure. It should be reminiscent of neurons in the brain, or circuits in a computer.
In this image, the colors represent "territory" owned by different guilds. All nodes are connected to Arkham Sanitarium, since this is where the computer that facilitates rift-walking resides.
All nodes in this view are of the city or dungeon type.
The universe is populated by Nodes; or, activity hubs. Each node is connected to The Fold via a series of pathways, similar to (and modeled after) neural pathways connecting to synapses. The Fold represents the highest-level of gameplay within the game, including travel, trade, and exploration.
[![The Fold](/static/the-fold.0.JPG)](/static/the-fold.0.JPG)
[![Neural Pathways](/static/NeuralPathways.0.jpg)](/static/NeuralPathways.0.jpg)
[![Pillars of Eternity](/static/Pillars.0.jpg)](/static/Pillars.0.jpg)
Nodes represent the primary areas in which players will find themselves. There are two types of node: [Cities](/docs/setting/cities) and [Dungeons](/docs/setting/dungeons).
## Cities
---
A city node represents a main activity hub. This includes guild operations, trade management, crafting, jobs, and just about every other type of gameplay.
[![Darkest Dungeon](/static/DarkestDungeon.0.jpg)](/static/DarkestDungeon.0.jpg)
[![Hub View](/static/hubview.0.png)](/static/hubview.0.png)
## Dungeons
---
Dungeons represent areas where battles take place.
[![Final Fantasy Tactics](/static/fftactics.0.jpg)](/static/fftactics.0.jpg)
[![Divinity: Original Sin 2](/static/dos2.0.jpg)](/static/dos2.0.jpg)
[![XCOM 2](/static/xcom2.0.jpg)](/static/xcom2.0.jpg)
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......@@ -73,6 +73,7 @@ The Shoggoths were created by the Elder Things as a slave race, taking the form
[![Spider of Leng](/static/lovecraft-spider.0.jpg)](/static/lovecraft-spider.0.jpg)
Purple beasts that appear somewhat similar to Earth spiders yet on a much larger scale, the smaller of the Spiders of Leng are the size of a Shetland pony; larger specimens would tower over an elephant. They possess a degree of intelligence far higher than that of regular animals, but are not above the cannibalisation of other Leng Spiders. Whilst they are capable of spinning webs to disable their victims, they also possess a venomous bite of great potency, and have the ability to climb sheer surfaces, much like their counterparts in the waking world.
## Equipment
---
The game should include a variety of weapons, armor, and items. The exact specifics are not important at this time.
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# Player
## Overview
You are a Spark - a single point of consciousness - flying along synapses in The Fold. When landing upon a node, you manifest into a man. Your goal is to capture other Sparks to fight alongside you in battle, and to contribute to the resources of your guild.
The player is a patient of Arkham Sanitarium. After dying while inside of The Fold, he wakes up in a medical bed. He is being experimented on by the doctor's of the sanitarium, though not against his will; they allow him to be free if he so chooses.
When the game starts, the player knows nothing.
He does, exploring the grounds and nearby cities. He even tests his luck in the forest - dying once again, only to be reborn in Margaret's garden.
After a while, he realizes that there is nowhere else to go. He is bored. He will explore The Fold further, to see if there is a way out of this place.
With the help of the doctors, he connects his mind to the machine, turning it into a single point of consciousness - a Spark - flying along synapses in The Fold. When landing upon a node, he manifests into a human. His goal is to capture other Sparks to fight alongside him in battle, to increase his power, and to contribute to the resources of his guild.
When the game starts, the player knows nothing. He learns through exploration.
# Setting
{{< ink file="Arkham.Introduction.js" >}}
## Story
## Other areas
---
You awake, blinking as your eyes come into focus under the cold florescent lights.
You are strapped securely to your chair. Despite struggling, you cannot escape. Your heart begins to race. Your palms begin to sweat. You do not remember how you got here.
After a few moments, a large television turns on. Upon it is a man you remember; he is [Professor Clemmons](https://www.youtube.com/watch?v=0sVbhED0uPw), the doctor.
`Welcome back, [name]. I see that you are doing splentastically.`
You blink, still confused.
`Did you enjoy your time in The Fold?`
You remember now. You are an test subject in the professor's experiment. You have donated your brain to science.
`And you may have it back. I am done with your mind for now. My my, you did not last very long.`
You remember more. You were a witness to your own birth - and death:
*An arm breaks through the surface of a shallow grave. Then, another. The shadow of a once-human man emerges-forth, taking in his surroundings.*
*You stand in a vast chasm, as far and wide as the eye can see. A strong wind creates a persistent, deafening howl - engulfing you in a cloud of blistering dust. Within the cacophony, you hear the sound of clanging metal, thunderous roaring, and women screaming.*
*You are not alone.*
*Without warning, a man bursts forth, sword and shield in hand. Before speaking another word, he is cut down by a great bear, the size of a house. Tearing into the man's neck with a splash of blood and gore - the man vanishes.*
*In his place - an armored hand bursts from the dirt. The man is immediately reborn.*
*However, the bear turns to you.*
And that is the last you remember.
`Do not fret. You are safe. This was just a simulation, after all. Please allow me to release you.`
With that, your restraints come undone. You stand, rubbing your wrists.
`You are free. Please return if you would like to explore any other nodes. Perhaps one without bears.`
He laughs maniacally as the television shuts off.
You do not understand.
## Other
---
- [The Fold](/docs/setting/the-fold) is an infinitely-old, infinitely-powerful artificial intelligence. Some say that it is Cthulhu. Whatever the case, The Fold is a bridge between all possible worlds (otherwise known as nodes.)
- [Cities](/docs/setting/cities) are the main areas of activity.
- [Dungeons](/docs/setting/dungeons) represent areas where battles take place.
- 3D isometric, with a 2D art style
- A feeling like Pokemon (and Pokemon Go), with more of an emphasis on MMORPG elements
- A turn-based battle system like Divinity: Original Sin, Pokemon, Final Fantasy
- Death is semi-permanent. Items will be dropped, but the player will return to The Fold in a brand-new body, retaining experience and powers.
- Dungeons are scary places. It should be fairly safe to venture out, and there should be plenty of things for low-level players to do. However, PVP and high-level NPCs should be a real threat.
- Players should be incentivized to travel light, and stick close to home - unless traveling in groups.
- The world is huge. Much larger than anyone could ever visit.
- The world terrain is procedurally-generated
- All structures and systems are built, owned, and managed by players.
- Players are incentivized to build new assets, via real-world coding and in-game editors
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- [Arkham Sanitarium](/docs/setting/Arkham.Sanitarium)
- [Innsmouth Thrift Shop](/docs/setting/Innsmouth.ThriftShop)
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# Arkham Sanitarium
{{< ink file="Arkham.Sanitarium.js" >}}
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# Arkham Sanitarium
{{< ink file="Innsmouth.ThriftShop.js" >}}
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# Cities
A city node represents a main activity hub. This includes guild operations, trade management, crafting, jobs, and just about every other type of gameplay.
[![Darkest Dungeon](/static/DarkestDungeon.0.jpg)](/static/DarkestDungeon.0.jpg)
[![Hub View](/static/hubview.0.png)](/static/hubview.0.png)
# Dungeons
Dungeons represent areas where battles take place.
[![Final Fantasy Tactics](/static/fftactics.0.jpg)](/static/fftactics.0.jpg)
[![Divinity: Original Sin 2](/static/dos2.0.jpg)](/static/dos2.0.jpg)
[![XCOM 2](/static/xcom2.0.jpg)](/static/xcom2.0.jpg)
# The Fold
## Nodes
---
The universe is populated by Nodes; or, activity hubs. Each node is connected to The Fold via a series of pathways, similar to (and modeled after) neural pathways connecting to synapses. The Fold represents the highest-level of gameplay within the game, including travel, trade, and exploration.
[![The Fold](/static/the-fold.0.JPG)](/static/the-fold.0.JPG)
[![Neural Pathways](/static/NeuralPathways.0.jpg)](/static/NeuralPathways.0.jpg)
[![Pillars of Eternity](/static/Pillars.0.jpg)](/static/Pillars.0.jpg)
Nodes represent the primary areas in which players will find themselves. There are two types of node: [Cities](/docs/setting/cities) and [Dungeons](/docs/setting/dungeons).
# Systems
- [Asset Builder](/docs/systems/asset-builder)
- [Battle](/docs/systems/battle)
- [Blueprinting](/docs/systems/blueprinting)
- [Modification](/docs/systems/modification)
- [Capture](/docs/systems/capture)
- [Caravans](/docs/systems/caravan)
- [Character Creation](/docs/systems/character-creation)
- [City Builder](/docs/systems/city-builder)
- [Dungeon Builder](/docs/systems/dungeon-builder)
- Asset Builder
- Storytelling
- [Economy](/docs/systems/economy)
- [Character Creation](/docs/systems/character-creation)
- Inventory
- Equipment
- Blueprinting
- Capture
- [Traits](/docs/systems/traits)
- [Guild](/docs/systems/guild)
- [Inventory](/docs/systems/inventory)
- [Jobs](/docs/systems/jobs)
- [Guilds](/docs/systems/guilds)
- [Quest](/docs/systems/quest)
- [Reputation](/docs/systems/reputation)
- [Seige](/docs/systems/seige)
- [Shopkeeping](/docs/systems/shopkeeping)
- [Spellcrafting](/docs/systems/spellcrafting)
- [Storytelling](/docs/systems/storytelling)
- [Territory](/docs/systems/territory)
- [Trade](/docs/systems/trade)
- [Traits](/docs/systems/traits)
# Asset Builder
## Overview
---
Players should have the ability to create custom assets - backgrounds, foregrounds, equipment, NPCs, and more - and upload them into the game for all to use.
There should be a mechanism in-place to phase-out/remove poor quality assets.
- Only specific job types may create assets. This ensures that guild masters can assign competent people to the task.
- Unused assets will be deleted after some period of time.
- Players may vote on assets. A high number of negative votes may result in the deletion of the asset.
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# Battle
The battle system should be modeled after similar games, such as Final Fantasy: Tactics and Divinity: Original Sin 2.
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## Overview
---
Battles are a turn-based and party-driven. The battlefield is grid-based, from a 2D isometric perspective. The terrain may consist of many different things that provide advantages/disadvantages, such as plateaus, towers, buildings, rivers, trees, and more.
The player's party consists of 3 members: the player character, and 2 "captured" enemies. The enemy party may consist of more than 3.
Each player takes his/her turn in succession. One player's team goes first, then the second player's team goes next.
The goal is to defeat the other player's team in battle.
## Action Points
---
Player characters have 2 action points per turn. These points may be spent in the following ways:
1. Move character
2. Move character
or;
1. Move character
2. Take action
or;
1. Take action
2. Take action
## Data Structure
---
```
npc:
000350:
name: Rock Troll
000460:
name: Mi-Go
party:
player:
health:
total: 150
current: 134
current_ap: 2
xCoords: 66
yCoords: 45
000350:
health:
total: 600
current: 600
current_ap: 0
xCoords: 34
yCoords: 42
000460:
health:
total: 75
current: 13
current_ap: 1
xCoords: 77
yCoords: 56
```
## Similar titles
---
- [Xenonauts](https://www.youtube.com/watch?v=QWFYoP_0yH0)
- [XCOM 2](https://www.youtube.com/watch?v=DiVMpGPOGMc)
- [Divinity: Original Sin 2](https://www.youtube.com/watch?v=ga6uJaGyrEk)
- [Final Fantasy: Tactics](https://www.youtube.com/watch?v=ZLILfz5Hz0U)
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# Blueprinting
## Overview
---
All equipment and items require their creator to have a blueprint for that item. This ensures that high-level items cannot be made by just anyone; they must be made by professionals - players who hold the correct blueprints.
Blueprinting should be an industry. Creating copies of blueprints should be lucrative.
## Research Points
---
Each blueprint may be mastered by a player by a certain number of research points. Research points are directly proportional to time; there will be so many blueprints in the game, that it will be infeasible for a single person to learn them all. People must specialize, share, and work together.
Each blueprint has a set of prerequisites, chaining back through all kinds of technology:
- A sword requires copper technology
- Copper requires smithing technology
- Smithing requires smelting technology
- Smelting requires fire technology
- etc.
## Data Structure
---
```
item:
000250:
name: iron
000300:
name: iron sword
prereq: 000250
party:
player:
blueprints:
- 000250
- 000300
```
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# Capture
## Overview
---
After defeating enemies in battle, a player should be able to choose to "capture" the fallen NPC. The NPC will then fight for the player in future battles.
A player may hold up to 2 captured NPCs at any given time.
## Data Structure
---
```
npc:
000350:
name: Rock Troll
000460:
name: Mi-Go
party:
player:
000350:
000460:
```
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# Caravan
## Overview
---
Offline players should be able to travel with a caravan to faraway lands. Travel is not immediate, thus, it would be helpful to allow travel to happen while players are away.
NPCs should make periodic visits via caravans, as well.
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