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Felucca Online

DevlogDesign decision1 min read

A world players build and burn

What Felucca Online is about, in one decision: towns are raised by players, held by lords and their vassals, and taken by siege.

Every game needs a sentence it can measure its features against. Ours is short: a world that players build and players destroy.

We grew up on a sandbox where the world felt like it belonged to the people in it. Houses crowded the roads out of town, and guilds kept their own keeps. What we never got was the next step: towns that players found, defend and lose.

What this means for the game

  • Building comes first. Walls, roofs, stairs, furniture and market stalls are objects a player places, owns and repairs. There are about 480 of them already, drawn for it.
  • Everything can fall. Any wall, door or tree can be broken. Destruction is in the client today; ownership and repair are next.
  • Power belongs to players. Lords take vassals, vassals swear fealty, and a town under a banner stands as long as its people hold it. There are no NPC kings.

The town square at golden hour, in the current client

Skills, crafting, the economy and combat all serve that loop. If a feature does not help someone build, hold or take a place, it waits.

What is real and what is not

Destruction and combat with cover run in the client now. Player building and the lord and vassal layer are design work. We will write a post for each design decision as we make it, and you can follow the work on the roadmap.

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