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IceBlinkEngine.com • View topic - IceBlink Engine Core Ideas

IceBlink Engine Core Ideas

IceBlink Engine Core Ideas

Postby slowdive » Mon Dec 30, 2013 5:04 am

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Re: IceBlink Engine Core Ideas

Postby youngneil1 » Mon Dec 30, 2013 1:28 pm

Three additional concepts maybe worth stressing:

Flexibility: A higly customizable engine that allows different rulesets and mechanisms for all kinds of scenarios, like e.g. sci-fi, fantasy or steampunk. This includes freely definable races, classes, spells/powers, traits, skills, effects, items, creatures, areas... and also encompases mighty scripts in c# that can be freely changed and adjusted by indidividual authors.

Ease of use: A toolset that enables non-coders to tell their stories with minimal barriers to entry and in an efficient way, allowing authors to bring their projects to live in their spare time, despite following a normal work and familiy life.

Growing campaigns: A savegame system that allows authors to gradually enlarge their game worlds without forcing players to restart from 0 with eahc new patch/new content coming in. In other words: old savegames will always be usable even after the campaign has grown by a few areas, quests, characters, new rule options, etc.
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