Feature list


  • staff

    [list]
  • [*]Character [list]
  • [*]Advanced character creation. You will be able to select various traits that will change how your character experiences the world, as well as choose templates that will guide your advancement through the world.
  • [*]Classless, skill-based system with diverse trees of skills.
  • [*]Level-less, in the most common sense of levels.
  • [*]Free-magic system, wherein 'spells' are an arrangement of magical components, strung together for the desired effect.
  • [*]Apprenticeship, players may teach their custom spells and skills to others.
  • [*]Full crafting, which makes use of the world's natural laws to decide material interactions
  • [*]Multiple combat styles, players will be able to set their own tendencies for automatic combat which isn't just 'slash slash slash'.
  • [*]Introductions and Fame, you will not be known at first, but over time, your reputation may grow and lead to being recognized by others. This extends to NPC's as well, and will lead to disguises and reputations based on your skills and actions in the world(s).
  • [*]Accounts to keep all of your characters in a single place, including shared storage/gold and unlockable traits through gameplay.
  • [/list]
  • [*]World [list]
  • [*]No rooms in the traditional sense. All coordinate based to allow for ranged combat, magic, and actual flight.
  • [*]Player-run kingdoms, towns, and organizations, able to build out in the wilds and form their own areas of control.
  • [*]Player-run armies, so that they may battle for territory and defend themselves from the horrors of the wilderness.
  • [*]Massive wilderness, with multiple planes of reality (living/dream/death, as well as Eden and the Abyss), possibly expanding to moons or other worlds.
  • [*]Chemistry, natural laws that control the world, invisible to players that do not research it.
  • [*]Afflictions and diseases, which can spread and have their own cures.
  • [*]Tying into chemistry, players will be able to make poisons and the like.
  • [*]NPC companions that can level with you, be hired on or join your adventurer on a permanent basis.
  • [*]Quest system handled by staff, done in pieces which are strung together, allowing for large-scale quest chains which can affect politics and more throughout the entire game world.
  • [*]Transportation - Ridden creatures and controllable vehicles will allow for transportation through the vast wilderness.
  • [*]Interactive NPC's. To make the game more immersive, NPC's will use the same skill system as players to decide how they act.
  • [*]Full ranged combat and magic system, involving facings and advanced formations.
  • [/list]
  • [*]System [list]
  • [*]Player-OLC, so that players may create their own homes/towns/etc, without needing staff to do it at any point.
  • [*]IRC style channel system, where players can make their own channels, as well as communicate on the public ones.
  • [*]Advanced scripting system, which allows for dragonflight, stargate-style portals, and editing of nearly all aspects of the game.[img]http://sentience.sanctuary-roleplay.org/forum/progressbar.php?done=85[/img]
  • [*]More natural language parser, a normal and advanced mode which can prompt for clarification on ambiguous commands.
  • [/list][/list]

  • retired

    You did a great job summarizing the features on here man. I cant help but notice you left my stuff out though ;) Not to derail this thread, but assuming nobody throws up a huge protest to the idea of restarting the codebase and porting over all the custom things we've done, maybe we should start a thread in here for discussion on that?


  • What's up with sentience lately? It's been forever since I've played, and other folk were always sorta scarce, but now.. I can't find anyone. Am I on the old sentience or something? Help me out, I miss playing. Fin

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