Gyris Wiki
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Mechanics[]

Travel[]

Means of travel[]

Traveling anywhere can be done on foot, but is not always favourable. Oggs play the role of a transport for the Bura.

Fast travel[]

Fast travel can be done if a route to an area has already been discovered but only with the help of the Mara

Combat[]

Camera mechanics[]

Both action camera and tab-locked.

Combat pace[]

Realistic, pronounced animations. Some encounters require more skill and some can be steamrolled using stats check.

Special attacks[]

Bura - In progress

Mara - In progress

Mounted attacks - In progress

Damage calculation[]

Complex damage calculation based on armor, level, skills and resists.

Unlockable moves[]

High level in the corresponding combat skill unlocks new moves.

Building[]

This paragraph corresponds to buildings that can be initiated by a playable character.

For buildings of settlements please visit (IN PROGRESS)

Playable characters can build the following structures:

Basic structures[]

  • Doesn’t need any building skill
  • Can be constructed on your land or in the wilderness
  • These structures have high decay rate
  • Crafting and placement is instant

Structures in this category:

  • Tent
    • A respawn & resting point
  • Campfire
    • Cooking
    • Heating and comfort
  • Basic (lvl2)  workbench
    • Allows creation of basic (lvl1) tools
  • Storage chest
  • MORE TO COME

Intermediate structures[]

  • Requires some skill of construction
  • Requires a lvl 1 workbench
  • Can be constructed on your land or in your camp

Structures in this category:

  • lvl 2 workbench
  • Cooking station
  • Forge
  • Altar
  • MORE TO COME

Advanced structures[]

  • Requires high skill of construction and sometimes intelligence
  • Requires a lvl2 workbench
  • Requires a blueprint

Blueprints[]

  • Highly skilled construction workers can create blueprints
  • Upon creation there is randomness involved to determine the quality of the blueprint based on the skills
  • Blueprints require a LVL 2 workbench to be craftable

Decay & Upkeep[]

  • All buildings can decay and require materials for upkeep
  • Higher level structures decay slower
  • Structures decay faster in the wilderness

Trading[]

General[]

Trading can be facilitated between:

  • Players
  • Businesses
  • Villages
  • Tribes

What can be traded:

  • Resources
    • Currency
    • Materials
    • Items
  • Land deeds
  • Shares of businesses
  • Territorial control
    • Forests
    • Ore deposits

If Gyris tokens are present in a trade, they are taxed

Open2Trade[]

You can enable Open2Trade mode, which will create a visual effect above your character, signaling others you are open to trade. The visual effect can include the materials they want to buy or sell.

Inter-village trading[]

Steps:

  1. A village sends a trade request to another by using a messenger
  2. Another village accepts
  3. Both are responsible to organize transfer of goods or services
    • Rider(s)  -  (can be done manually or by AI )
    • Transport(s)
  4. Trade is finished once both parties have delivered the goods successfully

Charisma[]

IN PROGRESS

Makes sense to bring advantage during trade

Farming[]

Plantables:[]

  • Food crops
  • Trees/bushes (?)
  • Flowers
    • for decorations
    • for Rituals
    • for the ladies of course
  • Recreational
    • Cannabis plant alternative
    • Psilocybin mushrooms alternative

Tending[]

  • Fertilizing
  • Watering
  • MORE TO COME

Speed of growth[]

  • Trees: 1-12 Months ( depending on the type )
  • Crops: 1 - 6 weeks  ( depending on the type )
  • Flowers: 2-30 days  ( depending on the type )

Harvest[]

  • Some plantables can bring harvest
  • RNG involved, luck affected by certain skills
  • MORE TO COME

Crafting[]

IN PROGRESS

Lock-in /Automatable Actions[]

Playable characters can be locked in doing certain actions

Such actions include but are not limited to:

  • Tending to crops
  • Participating in construction
  • Participating in campaigns
  • Working as an NPC

Communication[]

Inter-player communication[]

“I saw a major shift when Warcraft killed the region channels in chat. These local chats not only segmented chat (so that conversations could actually happen without being a fire hydrant of random text), they also contributed to a sense of community. You could be passing through a region, see someone call for help with a quest, and easily pop over to help them.

This simple social dynamic vanished once you were chatting to people all over the world.”

Voice chat[]

Proximity only

Text chat[]

  • Within village/settlement
  • Messengers to other settlements

State of the character[]

Developing skills[]

Doing any action that corresponds to a certain skill will slowly make you better at those actions and improve your skills. I.e. stat grinding

Examples:

  • Keep hunting and skinning animals to become one of the most efficient hunters who can get high quality fur and a lot of meat
  • Keep running and you’ll have better cardio than others
  • Punch a tree to condition your knuckles and sheen

Gaming attributes:[]

Bura[]

  • Strength
  • Wisdom
  • Resilience
  • Intelligence
  • Dexterity
  • Charisma

Oggs

  • Strength
  • Agility
  • Resilience
  • Endurance
  • Synergy

Mara

  • Intelligence
  • Resilience
  • Wisdom
  • Diffusion
  • Instinct
  • Curiosity

Skills/Mastery[]

Armed combat[]

  • Defensive melee
  • Offensive melee
  • Mounted melee combat
  • Mounted ranged combat
  • Throwing weapons
  • Ranged weapons

Unarmed combat[]

  • Punching
  • Kicking
  • Wrestling

Movement[]

  • Sprinting
  • Climbing
  • Swimming
  • Jumping
  • Sneaking

Construction[]

  • Architecture
  • Builder
  • Manual labour

Crafting[]

  • Armor
  • Weapons
  • Jewellery
  • Clothing
  • Construction materials
  • Poison
  • Consumables

Cooking[]

  • Survival
  • Comfort
  • Gourmet

Gathering[]

  • Berries
  • Mushrooms
  • Fruits
  • Woodchopping
  • Mining
  • Skinning animals

Farming[]

  • Planting
  • Harvesting
  • Growing
  • Digging

Sports[]

  • Rafting
  • Mountain Boarding
  • MORE TO COME

Animals[]

  • Ogg Riding
  • Animal farming
  • Breeding
  • Capturing and Taming

Secondary status: ( experimental idea )[]

  • Morale
  • Sanity
  • Fitness
  • Energy
  • Cleanness (?)

Primary Status:[]

  • Health
  • Mana alternative
  • Stamina

Resists[]

  • Armor
  • Magic re
  • Fire re

Modifiers[]

IN PROGRESS

Modifiers, or buffs and debuffs are states of being which changes some of your stats either for the positive or for the negative.

Excercised[]

  • Your fitness stat increases by X number
  • You morale stat increases

Well Slept[]

Well Rested[]

Rested[]

Upkeep ( experimental idea )alternative[]

Characters need to be fed and excercised regularly so their state and skills don’t become dull.

Character progression[]

IN PROGRESS

  • Levels
  • Skill increase
  • Careers
  • Export & NPC

The world[]

World map[]

IN PROGRESS

Map size[]

Regions of the map[]

Outskirts[]

Weather, seasons and day/night cycle[]

Seasons[]

Seasons change every 45-60 days

Day/Night cycle[]

Day - 1.5 Hrs

Night - 30 Min

Weather events ( experimental idea )[]

  • Thunderstorm
  • Earthquake
  • Asteroid
  • Tornado
  • Tsunami
  • Cyclone
  • Avalanche

Random events[]

While traveling, there’s a chance to encounter random events:

  • Traveling merchant
  • A random quest
  • High risk & high reward mob camp

Points of significance[]

Some areas can give bonuses if meditated there.

Hand-painted areas[]

IDEA: Handcrafted views and sceneries to make people stop and appreciate the environment + take a screenshot

Resources[]

IN PROGRESS

Mines / ore nodes etc…

Settlements[]

Population[]

Each bura and mara to be settled somewhere needs to have a bed. Land of houses/villages/colonies could increase by number of used beds.

Upgrades / Expansion[]

Once certain buildings have been built

Inter-village competition[]

Stronger villages and the ones that made better choices will be rewarded

  • Expansion
  • Trading & Wealth
  • Control on local resources

Buildings[]

  • All of the buildings can be owned by either a person , settlement,  business  or an organization.
  • All of the buildings provide inventory space.
  • Buildings may be a closed or open space.
    • Open spaces are accessible without changing an instance
    • Closed spaces are a different instance. Interior and people inside are only visible once one is inside the structure.
  • Buildings may have  private or public access.

Tavern[]

It can:

  • Provide accommodation
  • Sell food, drinks
  • Can provide entertainment

Hall[]

  • Can provide accomodation
  • Suitable place for a government of the settlement

Shop[]

  • Requires a stand or a building
  • Sell items from the inventory of the shop.
  • Inventory can be filled by directly providing items or purchasing them from other vendors.

Base[]

IN PROGRESS

Farm[]

  • Can provide accommodation
  • Always comes with farming land
  • Can sell raw items and farm products

House[]

  • Provides accommodation

Church[]

IN PROGRESS

Economy[]

Legal entities[]

Person[]

A playable character of Gyris. Can be either a free2play character or an NFT.

Business[]

  • Business can be created/owned  by a  persons , settlement or an organization.
  • Business can receive investments and have shares.
  • Some businesses might require a designated building while others don’t need one.
  • Business can transition from Draft mode to Active if they satisfy their business requirements.
  • In draft mode, business can only manage it’s members, shares and raise investment.

Type of Business can be choosen from the following list:

  • A shop
  • A tavern
  • A traveling caravan
    • Doesn’t need a designated building
    • Can sell goods
    • Can provide escort

Organization[]

Groups of people can unite together to form an organization.

Organization may:

  • Have Headquarters
    • A tavern
    • A Hall
    • A base
    • A house
    • A farm
  • Have treasury
  • Have private quests
  • Own businesses
  • Have different types of hierarchy
  • Have shares

May Be of following types:

  • Religious
  • Military
  • Humanitarian
  • Recreational
  • Commerce

Government[]

For Community to workshop

P2P Contract Jobs[]

General[]

  • Players are able to to create jobs
  • All of the jobs are required to have a reward
  • Jobs have a required reward and a completion period/deadline
  • Jobs can be created at or found at the settlement’s Job Board

The Jobs list[]

Mailman[]

  • One can a request parcel to be delivered to either a person, settlement , business or an organization.
  • A parcel can contain: letter(s), items/goods or currency.
  • All deliveries are made by players.
  • Fixed payment
  • The job is available for anyone to accept. The first completion only gets the reward.

Construction work[]

Two types:

  • Blueprint creation
  • Physical work - manual labour

How it works:

  • A person or an organization will be contracted to help build a construction or a building
  • Adds experience to construction skills of everyone involved
  • Physical workers will get “excercised” modifier
  • The creator of the blueprint needs to have high intelligence for better construction quality
  • Hourly pay + bonus at finish.

Farm work[]

  • A person or an organization will be contracted to help with farm work.
  • Hourly pay + bonus at harvest

Finder[]

  • A contractor will pay a fixed reward for a specific item(s)

Guarding / Escort / Companionship[]

  • Hourly pay + for damage taken + dealt
  • Optional split the loot  job option can be specified in the contract
  • Whoever takes the job puts 20% of the X amount as collateral
  • If guard dies first, he gets to keep 50% of the collaterall
  • If guard dies second he loses all collaterall

Others[]

  • Gardening
  • Bounty hunting

Items of the game[]

Materials[]

Materials are used in crafting, construction and as a fuel.

  • Wood
    • Obtained by chopping down trees
    • Used as fuel for fire
    • Used in construction
  • Stick
    • Obtained by:
      • Chopping trees
      • Breaking branches from a tree
      • Cutting bushes
  • Long stick
    • Obtained by:
      • Breaking branch off a tree
      • Chopping down a tree
      • Can be used as a hitting weapon
  • Rock
    • Obtained by:
      • Dismantling stone
      • Mining Stone
      • Find on the ground
    • Can be used as a hitting weapon
    • Can be used as a throwing weapon
  • Stone
    • Obtained by:
      • Mining Stone
    • Can be used as a throwing weapon if Strength > 95
  • Fiber
    • Obtained by:
      • Cutting down plants
  • Flint
    • Obtained by:
      • Finding it near water
  • Animal fat
    • Obtained by:
      • Skinning Animals
    • Can be used as fuel
  • Leather
    • Obtained by:
      • Skinning Animals/Creatures
  • Bone
    • Obtained by:
      • Taken from a animal carcass

MORE TO COME

Consumables[]

  • Food
  • Potions
  • MORE TO COME

Activatables[]

  • Traps
  • Blueprints
  • MORE TO COME

Wearables[]

IN PROGRESS

Weapons[]

IN PROGRESS

Tools[]

IN PROGRESS

Immediate Actions[]

Efficacy[]

Mastery * Attributes * State = Efficacy

Item actions[]

  • Consumable - Eat
  • Food - Cook
  • Blueprint - build
  • Sharp object - Cut something
  • Equipable -Equip
  • Poison - Apply
  • Item - combine
  • Item - place

Structure actions[]

  • Construction site - Work
  • Chair - Sit
  • Bed - Lay
  • Workshop - Open adv. Crafting
  • Research table - Researching
  • Campfire / Cooking station  - open menu
  • Bed / Bedroll / Tent - Sleep
  • Wall - Attach item
  • Torch - ignite / put out
  • Playable - play

Plants[]

  • Harvest
  • Water
  • Fertilize
  • Dig out
  • Clone
  • Crossbreed

Environmental actions[]

  • Wallike surface  - Climb
  • Walllike surface - Attach item
  • Ground - Make campfire
  • Ground - Dig
  • Ground - Transform into farming land

Gathering actions[]

  • Well - gather water
  • Body of water - gather water
  • Ore deposit - Mine
  • Tree - Chop down
  • Tree - Break off a branch
  • Bush - Cut down
  • Item - pick up
  • Vegetation - harvest
  • Carcass - Skin an animal
  • Carcass - Gather Bones

P2P Actions[]

  • Trade
  • Create a contract
  • Familiarize
  • Affection

Independent actions[]

  • Rest
  • Emote
  • Meditate
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