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.


onsters:
• Frost Giants, Trolls, Dragon, Wyrms, Kraken, Draugr, Wolfs, etc.


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.