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:
- A village sends a trade request to another by using a messenger
- Another village accepts
- Both are responsible to organize transfer of goods or services
- Rider(s) - (can be done manually or by AI )
- Transport(s)
- 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
- Obtained by:
- Long stick
- Obtained by:
- Breaking branch off a tree
- Chopping down a tree
- Can be used as a hitting weapon
- Obtained by:
- 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
- Obtained by:
- Stone
- Obtained by:
- Mining Stone
- Can be used as a throwing weapon if Strength > 95
- Obtained by:
- Fiber
- Obtained by:
- Cutting down plants
- Obtained by:
- Flint
- Obtained by:
- Finding it near water
- Obtained by:
- Animal fat
- Obtained by:
- Skinning Animals
- Can be used as fuel
- Obtained by:
- Leather
- Obtained by:
- Skinning Animals/Creatures
- Obtained by:
- Bone
- Obtained by:
- Taken from a animal carcass
- Obtained by:
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