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the_fire_of_hate

The Fire of Hate

Action platformer ripoff of Yanloong Legend. Combine the YL gameplay with concepts of generational warfare, autogenerated characters, autogenerated plot points.

Story

A country vaguely resembling a place in the Far East (China, Japan, Vietnam) has been invaded by the Red-Haired Invaders who vaguely resemble red-haired northern Europeans. After a period of oppression, a farmer grabs a farming implement and clumsily starts a revolt.

The game ends when one side stops fighting. Possible endings include:

  1. Failure - you lose early, the revolt is crushed.
  2. Extermination - the natives are wiped out by the invaders.
  3. Expulsion - the invaders are forced to leave.
  4. Coexistence - Both sides stop fighting while the natives retain a strong sense of identity.
  5. Integration - After a long period of time, a new combined culture arises and overpowers both sides in influence.
  6. Assimilation - The invaders remain and adopt local customs. Difficult to obtain without expelling them.

The generational cycle

  1. The invaders expand.
  2. Outrages increase the anger of the native population
  3. A rebel appears and starts fighting.
  4. The rebel's success causes prospective rebels to appear.
  5. The rebel either succeeds in a limited mission or is killed.
  6. An invader retaliation causes the rebels and prospects to scatter.
  7. Young rebel prospects train and grow in strength.

The player is expected to lose often and be forced to wait until rebel children grow up or native grievances reach a point that a new rebel appears. Killing off every mook but the boss will still cause significant harm to the invaders.

The first rebel has poor skills and some of the worst possible equipment, but is given high rebelliousness and maintenance skills. The farmer may die in the first fight or in an early reprisal raid.

Rebel strategic patterns

  • Recruit new rebels and assign them to either fight, train, provide services, or remain behind enemy lines.
  • Improve relations with townsfolk to increase item drop frequency.
  • Commit banditry to increase supplies and weaken invader forces.
  • Hide out and train forces. Any raid can be ended by returning to the screen you entered from.

Invader strategic patterns

  • Tax outlying areas to raise funds
  • Use funds to increase army size and/or attempt to expand territory
  • Generate commanders to replace the fallen
  • Launch search parties and reprisal attacks

Economics

Each zone of land can produce a resource.

  • Rice Paddies - food
  • Fields - food
  • Forests - lumber. used for building improvements and maintenance.
  • Towns - gold. A means of exchange. Excess gold symbolizes quality of life.
  • Hills - coal. used for home heating and for weapons and armor.
  • Mountain - iron. used for weapons and armor.
  • Desert - nothing

Each zone sends its surplus to neighbouring zones in exchange for something it needs. People will leave a zone or resort to banditry when there are unmet needs. They may die if food is the unmet need.

The value of a traded good is adjusted by by a travel cost between zones, calculated when the map is designed and recalculated whenever a road is built or an armed force prevents travel between zones. If ten units of lumber are sent across the map, after some of the goods are traded for travel expenses, only two may show up at the destination.

The invaders control an urban area with a high demand for food. They will often resort to “banditry” to raid the nearby rice paddies, causing grievances which increases the number of rebels.

Specialty buildings

Buildings can be built on a zone.

  • Training facility - Train a character in the ways of combat.
  • Barracks - Reduced cost of hiring mooks. The invaders have these and you do not.
  • Smithy - Allow a blacksmith to create weapons and armor.
  • Baths, etc - Luxury buildings increase social control.
  • Shrine - Attune characters to the old culture, increasing rebelliousness.

A rebel who spends a long time uninterrupted at a training facility may discover new techniques on their own.

Characters

Combat talents (Major)

Skill points can be assigned to these areas.

  • Health - Hit points
  • Mana - Magic points
  • Power - bonus damage per physical attack
  • Focus - bonus damage per magical attack

Combat talents (Minor)

Skill points cannot be assigned to these areas.

  • Armor - Absorbs damage.
  • Speed - Movement speed.
  • Multihit - Additional number of enemies that may be hit by a single attack. Added to that of the attack type.
  • Endurance - Ability to perform energetic moves. Recovers, more quickly when idle. Peak maximum at young adulthood.
  • Dexterity - Shorter attack preparation and recovery time.
  • Grace - Higher chance of grazing indirect hits. (use two hit boxes? Or just evasion %?)
  • Fortitude - Resistance to flinching when hit.
  • Ferocity - Increased likelihood of enemy flinching when hit.

Specialty classes

Some careers have special effects on a zone:

  • Doctor - Reduces the likelihood of deaths from disease.
  • Merchant - Reduces the travel cost of trade through the zone.
  • Blacksmith - Can create weapons and armor from coal and iron.
  • Tanner - Can create weak armor without needing coal or iron.

Every town zone is assumed to have one of every specialty class.

General classes

These are basically titles that derive from a skill set. They are assigned to a rebel upon adulthood.

  • Farmer - Strong farming skills and rural origin.
  • Hunter - Strong foraging skills and rural origin.
  • Fisherman - Coastal origin, strong foraging skills on coastlines.
  • Miner - Strong physical skills with mountain or hill origin.
  • Tailor - Dexterity and urban origin.
  • Cobbler - Urban origin.
  • Merchant - Urban origin.
  • Soldier - Strong fighting skills.
  • Magician - Strong magic skills.
  • Bard - Strong social skills (ability to recruit others)
  • Teacher - High intelligence.
  • Herdsman - Hill origin catchall.
  • Craftsman - Urban origin catchall.
  • Builder - Catchall if no other categories met.

Economic talents

A rebel with economic talents can add to the production of a zone.

  • Farming - Ability to produce food on paddy or field zone
  • Fishing - Ability to produce food next to a water zone
  • Foraging - Ability to produce smaller amounts of food on other squares
  • Woodsman - Ability to produce wood from a forest.
  • Miner - Produce metal from hills and mountains
  • Urban talents - Produce extra gold

Special economic talents

  • Production of weapons and armor

Each weapon class (sword, spear, etc) is a separate talent.

Each armor type (helmet, boot, body armor, etc) is a separate talent.

Rebels must travel to a weapon maker to acquire better weapons, and must have the gold to afford them. Rebels may need to bring special materials for some of the better weapons.

Social attributes

  • Native Alignment - Identification with / hatred of natives
  • Invader Alignment - Identification with / hatred of invaders
  • Honor - appeal to characters with high honor. Invader NPCs with high Honor are less likely to cause grievances and may be able to talk rebels out of fighting.
  • Charisma - force multiplier influencing all social decisions
the_fire_of_hate.txt · Last modified: 2015/06/24 23:28 by deltatango