GENERAL
The Player Stats system is a mix between survival and RPG elements. The Level Drop system and the experience point distribution mechanics give you a plethora of customization elements for your gameplay.
The complex player statistics and experience system contribute to an immersive gaming experience. Every value is dynamically developing over time based on your choices and interactions with the world. As you earn points during your gameplay, you can pick and choose on which stat you want to spend these points for.
START MENU
When starting a new game, the player can choose between a Male or Female character (Female character is not implemented yet).
The player can also choose body type characteristics. There are 4 predefined body types to pick from: Normal, Lazy, Athletic and Strong. All of them have different body preferences regarding Running, Swimming, Diving, Strength and Endurance.
LEVEL DROPPING
Level Dropping is not implemented yet. Once it will be, here’s how it will work:
- Unlike other survival games, we’d like to motivate the player to stay engaged at all times. By gaining experience and improving skills, the player can evolve into a superhero, however, we have implemented level dropping mechanics into the level-up system. This means that in certain scenarios some of the player-stats can drop in level, if not exercised.
- Example: If the player reaches let’s say level 6 in Tree Chopping and then he decides to mainly sail over the seven seas, the tree chopping level begins to slowly drop, if not exercised for a while.
- In case a particular stat dropped as explained, this stat will level up faster when exercised again, until it reaches the initial level (the one before the dropping was triggered). Pretty much like muscle memory in real life.
As we are continuously working on balancing the game, some player stats might change in name, levelling thresholds, modifiers and so on.
PERFORMANCE
The player starts as an untrained, slow and very exhaustible character. Every action stat starts at the very low level. As you progress in the game, the stats will do the same. The stats are interconnected in a complex way. Some actions are affecting only one stat while some other actions are affecting more stats.
Sounds complicated? It is. Here’s an example: Higher stamina and swimming levels are required if the player wishes to dive deeper than usual. Deep diving requires more effort and longer breath holding.
HEALTH
Like the Action stats, health stats are interconnected too. Some of them are directly dependent on the Action stats. The main health stats are:
- Hunger – Performing tasks increases hunger.
- Thirst – Performing tasks increases thirst. A high body temperature increases thirst even more.
- Body temperature – Changes slowly based on the Real-Feel temperature, which is directly linked to the environmental factors. If the body temperature drops below normal, the player will suffer from hypothermia. If it rises above normal, the player will suffer from hyperthermia.
- Tiredness – Performing tasks requires the player to be rested. Daily activities such as running, chopping down trees, swimming etc. will increase tiredness. With increasing tiredness performing actions will take longer.
- Health – Health is impacted by hunger, thirst, tiredness, vitamin C and salt. Your health will drop if you ignore these or if you don’t sleep when you’re tired. Health recovers automatically and slowly, when these stats are at least 50% or higher. If health reaches 0, the player dies. There are no health pickups implemented yet (We’re planning on adding potions, tea and booze at a later stage).