eneral mechanics:
Patching system allowing controlled versioning and development.
Buster system that boots cheaters/hackers due to patched information.
Ragdoll physics taking over characters after they die.
AI-Bots with melee, missile, path finding, etc. abilities.
nvironment:
Large outdoor zones.
Climbable environment, trees, plants, vines, rocks, etc.
Portable ladders, door, rams, bridges, etc.
nimals:
Mounts for transportation and combat.
Livestock, pets and wildlife animals for decoration and game objectives.
utrition:
Can be picked up and consumed or thrown at enemies.
haracter creation:
Gender, shape, clothing and looks manipulation.
Character outfitting and face, hair, beards, tone of skin, battle scarred, and tattoos etc.
Allow a player to select if their character is left handed in the menu.
Age slider that tweaks skin/models looks.
ain Menu settings:
Select of game type, max Client Rate, etc. when starting a server.
Maximum player settings.
Selection of preferred built character.
Selection of preferred server.
ame Hud settings:
Normal chat-area visibility toggle.
Team chat-area visibility toggle.
Vote kick, vote map switch, clan tag protections, etc.
Tagged showing, anonymous display, etc. toggle.
Map rating system.
ovement:
Acrobatic, dodge, falling, etc. animations.
Camera is fixed right behind the character.
Dizziness factor to add realism. (Spinning, swinging, backing, etc.)
Using left/right direction buttons in air, changes rotation of the body.
Fence jumping etc. check for animation usage.
ombat:
Fast paced, high mouse sensitivity, aiming controlled melee system.
Shield bashing, parrying and blocking abilities.
Blocking with be upper, outer, and lower block abilities.
Dual weapon usage.
Hand to hand melee, kicking, head butting, biting, wrestling, grabbing, etc.
Facing strike force calculations.
Ability to use fire against enemies.
Weapons can collide with each other while attacking.
Weapons and missiles can stick in walls, trees, opponents, etc.
Have primary fire for your main hand, and optional fire for your secondary hand.
Thrown weapons can be caught in hand if unarmed and successful.
Ability to trip your enemy using hand combat or weapons.
Ability to disarm a weapon.
Ability to attach ropes to sturdy fixtures and swing into enemies knocking them down.
Possibility to use terrain/objects as traps, etc.
Swimming combat with knifes or unarmed.
ounted;
Fighting from mount with the ability to lean left and right to increase melee distance!
If someone hits your mount if forces the character to fall off and take damage.
issile:
Bows, Slings, Javelins, Spears, Hand axe, Daggers, etc. allowing hitting enemies at long range.
Firing takes time, limits turning abilities, and reloading is slow.
Holding the shot allows for more impact damage and increased accuracy in the missile.
Missiles can be blocked by shields, and sticks in targets.
All wielded objects can be used as Missiles depending on object mass, etc.
agic:
Automatic increasing of possible mana storage amount.
Automatic decreasing of current Mana amount.
Collecting Runes or slaying enemies to power up the series of spells characters can use.
Rune stones for use on enemies. (to impede skills, movement, vision, strength etc.)
aunting:
Verbal insinuations, menacing, insulting, and offensive gestures.
Different voices makes speech sound manly, snobby, lunatic, fanatical, rowdy, angry etc.
Rabid, aggressive, powerful and perhaps a bit amusing moves.
amage:
Damage-specific hit zones.
Damage can be cancelled by consuming nutrition, limb losses can only be repaired by magic.
Taking head hits makes screen go reddish / blurry and adds to the dizziness bar.
Eye loss blanks screen halfs.
Legs are hard to sever.
Players can become maimed / incapacitated or bleed to death.
Ability to hack people in half.
Damage animations extracted from weapon type.
Skin visible damages and embedded emitters adding to damage realism.
Blood that stays on walls and gets smeared all over, turns the water red etc.
Suicide takes time and includes animations. (I.E. The Walk)
Extreme death animation sequences and screams of battle, pain, and bloodlust.
Particle emitters run by a scripting system to allow for increased realism.
Rams, etc. checks if enemy characters can soak of damage to constructions.
eapons:
Having unique animations per each weapon.
Sword, Axe, Hammer, Mace, Spear, Staff, Dagger, Bow and arrow, Javelin, Sling, etc.
Having Items with dual use. You can throw an apple or you can eat it.
Weapons and items spawn within a radius of the spawn trigger.
Weapons have a shorter decaying time than players.
2 handed weapons have the possibility to block.
Weapons and shields are breakable splintering and breaking with cracking sounds.
Weapon animations that can build into series of moves.
rmor:
Shield bar displaying how much damage it can sustain.
ame Modes:
Valhal (DM), Ragnarok (TDM), Holmgang (Arena), Leidang (Siege), Strandhogg(CT*), etc.
Coop, Capture whatever, Siege, Last Man Standing, Artifacty looting, livestock defending.
Pig throwing, Night & day, Domination, Destroyable environment, jail-Break, etc.
Smidhrs, King of the Benny Hill/MidgardsWyrm, Different animal usage.
tamina:
Fills up over time and drains from climbing, jumping, dodging, fighting and running.
If characters are hit they will lose small amounts of stamina.
Regeneration rate slows down as stamina lowers and increases as it builds up.
erserk:
Inflicting damage increases as one becomes more blood lusted, eventually triggering berserk.
Being healed subtracts the same amount from Berserk as is being applied by healing means.
When going berserk a character becomes more bulky, does more damage, howls and screams, froths and drool, becomes red faced/eyed. The character can take more damage as well. Health / stamina drain is slowed down. Mana gaining is increased and dizziness is ignored.
Consuming various nutrition adds towards berserk triggering.
izziness:
Consuming mushroom nutrition for adding towards berserk, will add to the Dizziness bar.
eath:
Death refills the Health and Stamina bars and empties the Mana and Blood lust bars!
Death places camera at a spawn point. Character spawning occurs only after pressing fire.
tats:
Support for players/hordes, etc. extracting game stats to a global ranking system.
eb Admin:
A robust Web Admin suite that allows all game changes to be done via the web.
emo Recording:
A precise toolset with fast-forward, rewind, slow motion, pause, complete camera control.
Ability to render recordings to a series of BMP/PNGs with a configurable 1-n number of FPS.
ap Editor:
Map editing: Creation of new [user generated] maps.
A manual with guidelines for separate game type layouts.
Allowance for placing customized content.