Fung Si Yan Party
6 default characters to pick from:
Fung Si Yan (head0.png)
Nick (head1.png)
Mandi (head2.png)
Birce (bomy_birce0.png)
Skitz (bomy_skitz0.png)
Master Li (If avalible)
note: this list may change
Players start a game and can pick from either 2, 3, or 4 player (or player and computer combo, which then a 1 player mode may be made, but would be offline) mode. When the game is ready (the minimum amount of players enter), they can press "READY" to go to the character select screen. Difficulty and whatnot levels can be selected which would alter the default settings of the game and person's character. For instance, speeds, starting health, starting money balance, etc.
The players role the dice (or some other method of acquiring a number) which would move them the amount of spaces. Ordinarily on the board, the active player will be focused on for all players' screens playing that particular game. Likewise, the player who is inactive can stop watching the current player (the player whose presently taking the turn) and scroll around the board to see where they're at, their oponents, and other squares and whatnot are for strategizing--but, even active player can do so as well. However, when they stop looking around, the screen focus will begin to move back over to the main player and then the stats will be shown (i.e. the GUIs will show which will be one for each player, including a graphic of their character, most likely their head or something, in some sort of healthy and vibrant pose apart from their ingame graphics...some artsy, cartoony graphic most likely). Likewise, a menu will be shown indicating the present possibilities--so, things like a menu with an arrow that can be moved up and down to go to options would be used for, like:
Roll dice
Trade
>> Use Item
Pause
In this instance, "Use Item" is selected. Some items available would be a key, for areas with a locked door, a bow, which can be used to shoot a fan to stop it from blowing in order to pass in front of it, a "skip a player's turn" which would allow the player to use the item to force the player of their choice's turn to be skipped, a "return to start" call item or warp ring to return to the start or some other square, a "jump forward one square" and/or "jump back one square" item, and other things.
Trading allows one to trade money and/or an item for an item and/or money in return from another player--sort of like monopoly, but indeed, not monopoly.
Some squares take money from a player, some areas tax players to move past, some squares give players hearts, some call minigames to be played (sometimes the minigames select the teams randomly on its own, sometimes the minigames have no teams, sometimes they're 3 against one, sometimes 2 against 1 and a player sits out if it's 4 players, sometimes 1 against 1, sometimes they're a 1 player game and all other players sit out, sometimes the team is 4 against a certain nemesis such as the Lizardon dragon or something, and sometimes the teams can be picked by the person who landed on the square while other times the person to pick the teams is randomly selected), some squares are intersections which, depending on the circumstances the player can choose from the directions to go (suppose an area is locked off, until someone gets a key to unlock it and then actually unlocks it, it will be closed off...or, suppose players must pay money to move through an area, such as a bridge tax or turnpike, if a player can't pay it, they must go in the other direction, or, one of the other directions), some give the player money, some take money from the other players and give it all to the player who landed on the square, some take money from the player who hit the square and then distribute it to the other players, some allow the player to pick whom they want to take money from, some allow the player to pick whom they want to give money to (and they have to give it if they want to keep playing), some hurt the player and they lose hearts, some areas are governed by a character, such as the Bogen Geber, and they can buy an item from him, some squares give a player some item(s), some allow a player to take an item from another player maybe, some give the player a fullheart which would come in handy during minigames, etc.
Depending on the health of a player is how much health they have during a minigame--how much resources, that is. So, if a player has 0.5 health, during a minigame they will start out with that health...which can be increased, depending on the game (some games might have treasure chests with health or bushes or something). If a player loses all their health, they lose the game--they cannot play that game anymore, the game is reduced by one player (this option can be disabled beforehand so that if people hate this option or don't want to play it, they can play with the defaults, such as the minimum health limit to make things fairer, maximum health, etc.).
At the end of the game, stats are counted up (money, health, fullhealth, items, etc.) and then the player with the highest stats wins. Maybe things like the four Graals can be collected, depending on the map, and whatnot...they can count as a lot of stats and stuff...perhaps there can be a Monopoly Mode and players can even buy squares and you can play the whole game like monopoly, sort of, and build "playerhouses" and "playerservers" which, essentially, cost others more to rent the square, like in monopoly, and if you pass the starting square you collect money, and you can even win properties during minigames.
Some minigames should be designed for specific circumstances (i.e. if a game has a player playing as a bomy-bopot, Master Li, a female, etc.), so depending on the whole characteristics/personality of the game (the players' characters, # of players be it 1, 2, 3, or 4), etc. will determine what game you can play.
Some squares may even call a certain event all the time, rather than random events/minigames...so, suppose players land on the "lizardon" square, every time that happens, they will be put up against the Dragon, all together, to fight...if they all die, they all lose money. Depending on the randomly selected option will be what they're fighting for (i.e. IF ALL PLAYERS DIE, YOU ALL LOSE MONEY -- OR -- IF ANY PLAYER DIES THEY LOSE MONEY WHILE THE VICTORIOUS DO NOT -- OR -- IF ANY ONE VICTOR REMAINS, NOBODY LOSES MONEY -- and, etc.).
During some games, the "camera" will focus on all players--so if all players are spread apart, it will zoom out to view them all, if they are close together, it will zoom in unless it reaches the maximum zoom, which may be 100% or 200% or something. If a player on the edge of the camera gets knocked out of the event/minigame, that frees up thhe camera so, if the conditions are right, it would probably zoom in to the remaining players, unless they are all spread out around the edge and the missing player doesn't really change anything...but, you get the idea. The camera is set to make sure that the entire game is focused around ALL the players, to give it more of a "homely" game feel...rather than just a person over the Internet messing around on their end of the line. Every player matters, they all make the game what it is.
But since this is an online game, it would be foolish not to collect statistics that ARE SAVED. So, while the ordinary stats reset every time such as money, health, character, etc., things such as if a player won a game would be recorded, and other various statistics which may be used to reward them...perhaps if player wins so many games, they can play as a new character or something.
If your intrested in helping out on the endeavor contact
[email protected] or just im me: Lethanialist and ill notify him your intrested.