Features
Overview
- All player core features supported entirely by BCI-only I/O (as well as optional support for non-BCI I/O)
- Offline (solo) and online play
- Support both single-player and multi-player modes
- Cooperative team-focused play (no PvP)
- Turn-based not real-time (more accessible for people with disabilities, neurodifferences, and allows for BCI latency tolerance)
- initially text-only, will layer on 2d, 3d, xR, and immersive graphical options over time.
- Menu-driven to support Brain-computer Interface based interaction more easily.
- Non-chat-based play, not a MUD/MUSH/MOO (though embedding support for Matrix.org-based federated chat and related services), Using Matrix-synapse as underlying network communication infrastructure, especially for text, audio, chat services to collaborate. Optional Jitsi video conferencing embedding option.
- Electronic role-playing game that can be played with many different adaptive devices but MUST be fully playable using only the human brain of each player(s) (BCI). Ultimately must be playable by LIS/CLIS population.
- Opensource
- Supports Game Master (GM) tools to participate in during group game sessions in GM roles with the players during the live game.
- Ability to pause game, save game, restore game, same for characters.
- Player can start up server for other friends to join (with password protection option).
- Characters can be stored on local player server and/or locally, or centralized service.
- Supports multiple genres (player selected), not just fantasy, such as contemporary, science fiction, Old West, etc. (abstracted adjectives)
- Multiple underlying RPG systems (player selected), through modular "Game System Abstraction Layer" (GSAL), so any game system can be plugged in to handle the mechanics under the hood.
- Toolset scene, room, dungeon, building, location, town, region, world, solar system, galaxy, universe, multiverse module creation toolset ("ModGod Toolset") provided for potential game master to create new adventures. Fully graphical drag and drop tool that tried to avoid dependency on the GM learning scripting/coding (though under the hood support for that that want to extend with scripts/code). This component does not need to meet BCI requirements for toolset (for now, until the technology is advanced enough to incorporated this to be BCI supported some years later).
- Replicate our earlier prototype testing adventure based on Shakespeare's "The Tempest adventure" using the BCI RPG ModGod Toolset to play in the BCI RPG
The module creation toolset is not (initially) designed for BCI or LIS/CLIS users. The assumption is that Game Master / Dungeon Master, Educator, or Therapist will use this toolset to create new custom adventures (like the Aurora Toolset is used to create adventures for NWN).
This requires full graphical tools at this point. (Would love down the road to create a BCI-controlled toolset, but that is much more advanced than our current team is ready for. Hopefully we can circle back to this down the road.
Add graphical interface (instead of just text interface) with audio and video pre-recorded events tied into the text-based events (a la Dragon's Lair). Later add more dynamic graphics/audio/video for smoother experience.Planned to begin early hooks around late 2021.
Further enhance the AI integration.
To further improve accessibility and overall playability, increasingly increment in various tchnologies related to Natural language, Machine Learning (ML), Neural Networks (NN), Artificial Intelligence (AI) and other related technologies in different areas of the platform as appropriate and resources allow.
Add xR/VR integration, motion integration, while still fully supporting BCI play. Include accessibility settings for VR for people with very limited or no physical mobility of their own (various drivers from third-parties hopefully to integrate, do not want to have to develop those drivers ourselves).
Bring accessibility BCI RPG back to the tabletop.
integrate robotics equipment controlled through the BCI controls of the game play
enable rolling physical dice
moving physical miniatures
Integrate "holographic" experiences with robotics, AR, etc.
and other features through the BCI control
But in a TRPG environment rather than online ERPG (but using the tools and code created for this now more well-rounded continually evolving ERPG as the tools to enable TRPG play).
ntegrate gyro, GPS, and other technologies to add additional physical local realm experiences. Migrate BCI tools to work in physical world through robotics and wireless triggers so can interace with combination of AR and physical devices, including manipulating dice roller devices, robotic arms to pick up and move objects, move miniature tokens around enhanced by AR overlaid animation, so LIS/CLIS can play at the same physical table or larp with other players in the same physical location, not just online.