Rituals of the old features
At this point all the features are subject to change!
This list represents our current situation and plans for the future.
There are absolutely no guarantees that everything on this list will
get implemented nor can we say with a certainty when these features
will get implemented. Also keep in mind that the items on this list
are not in any particular order and the list might be incomplete.
Rituals of the old takes place on a planet where occupation by the
great galactic imperium has ended generations ago freeing the people
from serfdom. The troops of the imperium were suddenly recalled to
fight in a far away war for the immortal sun emperor on the other
side of the galaxy. The troops left behind all the technology that
they could not carry, leaving it scattered around the globe. The
old machines are now mostly broken or defunct due to lack of maintenance.
The primitive inhabitants of the planet have reverted back to using
more primitive tools in their daily lives.
The world of the Rituals of the old is calm on the surface. Players are not
forced into conflict unless they actively start taking sides and looking for
trouble. As you dig deeper things will start to reveal themselves as they
truly are. A world torn with deep conflict between the past and the present.
The influence of the cult of the immortal sun emperor is still very
strong, but some people have started to doubt the word of the invaders
and have revived the worship of the old gods which was forbidden by
the great galactic imperium. The use of magic is also still forbidden
and it's practitioners are persecuted and burned alive on the stake,
but after the fall of the imperium the followers of the old ways have
been forming covens in secret. Deep beneath the earth, sensing the
changes in the ether dark and terrible things have started to awaken
from their slumber...
The technology level in the game is a mix of medieval, modern and futuristic
with the primary focus on medieval.
Our inspiration comes - beside our twisted imaginations - from a variety of
games and other sources such as the Ultima series (mostly Ultima 7 and the
Ultima Underworlds), Buck Rogers: Countdown to Doomsday, Sword of the samurai,
Moebius: The orb of celestial harmony, Phantasie III: The wrath of Nikademus,
The Elder scrolls III: Morrowind, Plague of the moon, Planescape: Torment,
Another world, the literary works of H.P. Lovecraft, Aleister Crowley,
Lewis Carroll, Frank Herbert, James G. Frazer, Eliphas Levi and many others.
We haven't started working on this yet.
We are working on this.
This feature is uncertain or waiting for something. Read details.
This feature is done.
Octree for world data. Storing, retrieving, updates, etc. A fundamental
part of the game engine. We will use our own implementation for this.
Networking, ie. handling the transfer of data between the game server and
game client. We will use Netty networking library for this. It's still a
lot of work.
User Interface. It's the means through which you interact with the game.
We aim to eliminate all the excessive UI metaphors and instead increase
players' interaction and immersion with the game world.
The game launcher. This is what starts up when you click on the game icon.
Sets up java and library settings for you automatically. Also contains
settings, login, etc. The usual.
Verification and login server
This includes the registration of player accounts, logging in, safe
handling and storage of user credentials etc. The security of our players
is one of our major focuses.
Basic inventory handling for players and game world objects.
Player interaction with the world
Playing animations, collision detection, handling click events etc basic
Sound event system so that we can play sounds.
Basic configuration system for settings.
Gameplay features are waiting for core features
Can't do much before more of the core features are ready. Expect more information
and progress on this in Q1-Q2 2017.
Support for placing and breaking blocks.
Support for making items. The ideology here is that the less UI metaphors
we can use the better. In the ideal situation we will have general
animations for everything and instead of using UI workbench or such you
will actually be holding items and attaching them to each other, building
stuff from ground up from smaller parts. Working on actual objects on anvil,
vice, using tools on them etc.
Most skill based actions will be minigames. What does that mean? When you pick a lock,
you will be presented with a minigame where you will actually have to pick a lock. You
wish to make a shirt? You will first have to use a loom to make cloth. It will be
a minigame. You wish to brew alcohol? It will be a complicated minigame and it will
take a long time to be ready. When you make a sword, it will also be a minigame -
You will need blueprints to know what you are doing. Then you need a forge and you
need bellows. You will first have to melt iron into a billet. Then you heat the billet
and put it on an anvil and start hammering it with a blacksmiths hammer. You will also
need your tongs to handle the hot iron. You will need your water or possibly mineral oil
for quenching. You will need to sharpen the sword, make the grip, goard and pommel and
attach them. And so on. As such it will not be a simple matter of clicking a few things
from the menu and BLIM your sword magically appears. You will actually have to work for it.
All these things will, hopefully, lead into balanced and working player run economies
on multiplayer servers.
Farming and growth
Farming and growth will be semi-realistic and there will be growth
seasons. Growth times will be realistically long (relative to the length
of the day) by default. Getting food won't be just a matter of throwing a
few seeds on to ground and gobbling up bread in a few minutes. If you
live outside the society and don't plan ahead you most certainly will
perish of hunger.
You will be able to grow livestock.
Combat will aim to be - eventually - semi-realistic. Most focus will be
given to melee weapons such as swords. A fight between two unarmored swordsmen
of equal skill should realistically last from 15 seconds to up to
2 minutes. Basically the first one to get a blow in wins. Combat will be
event driven non-realtime strike-counterstrike/reaction based combat with
timed windows during which the opponent can react.
There will be ritual magic in the game. I will not go into details. But it will
not be the kind of magic where you throw fireballs at your opponents.
Magic is rare, dangerous and magic users are shunned, hunted and burned on
stake or worse.
Basic spawning and respawning
Player spawning and respawning will be handled in the most simple manner.
Advanced spawning and respawning
Player spawning and respawning will eventually be handled by an elaborate
system where you sometimes die and sometimes you only end up near death
and you are saved but in a very bad shape. There will be several varied
ways to survive and to come back from death. Surviving and coming back
from the dead will always come with a price. This will replace and
complement the basic spawning and respawning.
Hunger, thirst, sleep, disease, mental health, permanent injuries
and survival against the elements. Survival outside the comfort of
civilized society will be semi-realistic and, difficult.
There will be electronic circuits, generators, batteries, wiring,
transformers, vacuum tubes, switches, buttons, machines, etc. The goal is
to make them semi-realistic and not dumbed down.
There will be mechanical transfer of force, ie. waterwheels, windmills,
Space and planets
The ultimate goal is the expand Rituals of the old into space. We will
design the game from ground up to support semi-realistic physics in space,
vacuum, gravity, pressurised spaces, the escape of pressure, the consumption
of air in enclosed spaces, etc. But the actual implementation of space and
other planets is scheduled quite late in the development when everything
else is ready and polished. Whether we will ever get to this depends
greatly on whether Rituals of the old will be a financial success or not.
Travel in space will be semi-realistic, ie. it will take extremely long to
get anywhere. Humankind has not developed means to leave our home galaxy.
Travel between stars - while it is theoretically possible in the game -
is not a realistic prospect with the default settings. Traveling to other
planets on the other hand in the same solar system will be possible but
also takes a long time by default. The universe of Rituals of the old -
against many of the more popular theories of modern day science - will be
void of life. Most planets are inhospitable places - chunks of rocks incapable of
supporting human life or life of any kind. The most you can expect is a rare
algae or moss. Unlike in real life in Rituals of the old the humankind is
alone in the universe.
Boats, airships and flying cities
We hope to add the ability to build boats and airships of any shape and design
which can be sailed smoothly through waters and the skies. The airships would
mostly be powered by balloons, propellers or sails. The success of this endeavour
depends greatly on how well we are able to overcome the obvious performance issues
that are going to creep up and how well we are able to optimize the game.
Do not expect this feature early in the development. It is not a high
priority because of the time and effort required.
Simple fast AI that can handle pathfinding, attacking, etc.
Complex multilevel AI
Complex multilevel AI to replace the simple AI. Will support simulations
of life in cities, villages and other habitats on top level and more
detailed simulations of daily routines on lower level when player
characters are in the area. Will support understanding of situations and
interactions, reactions, combat tactics and understanding of what kind
of tactics the player character is employing and of the general threat
level to the NPC. NPC's will have jobs, friends, routines, frequented
places, hobbies, opinions, personalities, beliefs, etc. and things done to
NPCs will affect their opinion and they will communicate what they know to
their surroundings. We will try to avoid magical ESP and to make NPCs
resilient to clever tricks and abuse by players and effective in combat
against player threats through statistical analysis of the tactics used
by the players.
Cannons with semi-realistic physics and loading.
Hand held projectile weapons with proper trajectories, spread and
semi-realistic physics and behavior.
Chat and voice chat
The ingame text and voice chats will be radius based by default. Sound insulating
structures between the speaker and the listener will prevent the chat from
being heard properly. At first the (text) message will get inaccurate, ie. "H-llo
th.re!", then unreadable "H-,.- t .- ." and finally the message will
disappear completely. You won't be able to speak or hear people underwater, in
vacuum, etc. You get the general idea. The chat will support embedding of
links, images and other media with previews (with the ability to configure these
off both from server and client side. Permissions can also be used to limit their
use to only certain group of users from the server side) and a proxy system for
Capture and torture
The ability to capture and to tie up players and to torture them.
Just like in real life people are born in the world of the Rituals of the old with
different kinds of aptitudes. You cannot be good at everything. You will be proficient
in learning some things, you will have difficulty in learning others and you will be
mediocre in most things. No matter how hard you try you will never be able to master
all skills, you are just born that way. This will, hopefully, lead into situations
where players have to work together to thrive. You can learn skills by watching
someone do something a few times and then practicing it yourself. You can also
learn skills from books. We won't display any skillpoints to the player even though
they do exist in the background. We think that would be counter intuitive and
encourage grinding rather than the natural life and workflow.
Karma system will keep track of people's actions. Different kinds of
actions and behavior will bring different kinds of rewards and
punishments. The karma system will be designed in such a way that it
supports our ideals of existential nihilism. There are no heroes or
villains and the world is not in need of saving. In Rituals of the old one
man's hero is another man's villain. The karma system will also enable us to
balance several aspects of the game such as player - player interactions.
While it does categorize some actions as constructive and some actions as
destructive the data will be used to better define the personality of the
player character and to give the player character opportunities according
to his playstyle.
The cult of the immortal sun emperor, the thieves' guild, the brigands,
the red sun, the coven, the company, the ancients, the great galactic
imperium, the technoharmadan, etc. The idea is that there are different
forces at play in the world which affect the world. Ideally we would like
to achieve some depth to all this and not just have this typical "hey,
here you go there are 4 factions, wanna join one we'll give you quests!"
because that's dumb and annoying even if the storylines are good.
You have a notebook with you. It will always be with you and you won't be
able to lose it even if you die. Things in the notebook are saved on
server side so if you play on a new server you will start with an empty
notebook. One example how the notebook will be used: If you see an
interesting engraving in an ancient temple you can take out your notebook
and make a sketch of it. Later you can use that sketch to make those
engravings with a hammer and a chisel. You cannot write in the notebook
your own notes manually, for that you will have to use a regular book
which you can lose. The notebook will in general reflect things your
character knows. Sometimes you knowing things is enough. Sometimes even
if your character knows things it is not enough. Some feats will require
also aptitude and skill - and if you don't have the aptitude you cannot
aquire the skill. You are not meant to be omnipotent in this game.
Persistent Safety Instigator.
Integrated grief management. Rollbacks, snapshots, client side realtime preview of
rollbacks with a time slider and the ability to mark/remove certain parts from rollbacks
from different time periods/per player/etc. Seamless integration of the admin features
into the lore of the game world plus cool effects. Intelligent rollbacks with rollback
zones temporarily removed from the normal flow of the game. Automatic adjustment
of rollback speeds by default for optimal performance so that rollbacks don't hose
the whole server or cause unnecessary lag.
Surveillance and Entity Engagement Recorder.
Total tracking of everything that the players do on a server with the ability to
see all the events that took place in different locations replayed back to
the admins second by second on local client - complete with chat logs. Like
watching, winding and rewinding back a surveilance tape. Integrated to the game and
lore as the admin seer ability.
Extended Surveillance Presence. The ability to summon/dismiss an extra admin HUD which
shows information about the players in real time - their status, ratings and what they
are currently doing.
The Book Of Knowledge. Store, share and retrieve local information about players,
their histories and actions. Also shows the players' global ratings (number of bans, etc),
name histories, age of the account etc.
Statistical Analysis Daemon. The SAD reality is that there will
always be hacks and cheats - for almost every game in existence - and there is nothing
that can be done to prevent this completely. That is why rather than spending enourmous
amount of time on trying to keep up with the hackers we will instead put
an extra effort on this type of general analysis tools whose function can further be
customized by the server owners. SAD attempts to assist the servers owners to detect griefers and
hackers. Server owners can configure automatic actions to be taken
based on the information the server gathers on the players. These actions can include but
are not limited to increased user surveillance status, automatic bans, permission or
permission group changes and other custom actions. We will include default
settings to cover most obvious cases, but how each server handles their server specific
grief detection rules is left to them - making it more difficult and unpredictable for
the hackers to circumvent detection.
TODO: Add more cool stuff
This serves as a final reminder that this feature list is not complete, may
be missing important things and is subject to change over the course of time.