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Table of Content:

Core loop

@Mete Ruso

The core loop (daily loop) encompasses what the player will be doing on a daily basis. The world is on a continuous timer, and different activities can only be accessed at some times of the day or night. The loop starts in the Covenstead when the Player Character wakes up. They may take the opportunity while at the Covenstead to use crafting stations to craft new materials or items. They may then travel to the Town to see what resources there are to buy and to accept quests from the townspeople. While there is still sunlight, the player may want to explore the forest area to forage for natural material resources. When the night strikes, the Witching Hour commences, and the player character is transported to the dreamscape, where the main combat loop occurs. The player will fight enemies to gain more valuable and rare materials. When the Witching Hour concludes, the player character wakes up at the Covenstead to begin a new day.

The Seasonal loop encompasses the period of time between two Sabbats. This time period does not line up with the common four-season model, and it does not necessarily relate to a fixed amount of time in the world space since the Sabbats also came at irregular rates according to the Wheel of the Year. The seasonal loop is more abstract than the day, combat or Sabbat loops as it mainly consists of gaining information about the current state of the world and how it has changed through the progression of the year and the River of Manna. This loop is defined by the macro decisions made by the player. What quests that they choose to accept and what resources do they choose to pursue? The first day after the Sabbat marks the start of this loop. The player goes through a daily loop and learns what is more or less powerful of a strategy during this period. They will then focus on those strategies to gain as much power as possible before the next Sabbat.



Narrative loop

@Momchil Kotev

The Narrative loop encompasses the quests and their resolutions.

General quests will begin with a member of the town looking for help this will be either on a quest board, or the NPC will come to the Covenstead and wait until the player or another witch is ready to interact with. They will then have a conversation about their needs and why. The player will decide on whether they want to take the quest or not, and the most logical resolution of the quest will happen without player/ witch intervention. If the player accepts the quest, they will gather the materials in order to make the solution/ take care of the problem by force/ perform a ritual, depending on the outcome that the player wants. They will then administer the solution in whatever form is needed, the quest reward will be given if the solution was satisfactory for the NPC, and finally, the NPC/ the town/ the factions, will slightly change their perception of the player based on the outcome.

Specific quests will begin in a manner of ways, but there will always be a catalyst of some kind, an event such as a cataclysm, a new character etc. will occur in order to begin the quest. The player will gather information. The player will decide what outcome they want. The player will complete specific tasks in order to obtain the desired outcome. The player will administer the solution to the problem. The world will change a lot or a little depending on the severity/ size of the specific quest. Finally, the NPC/ the town/ the factions, will change their perception of the player based on the outcome.



Combat loop

Archived