Key design elements

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Submitted mechanic.png This article covers a submitted game mechanic.

Submitted game mechanics have been fleshed out in detail and are ready for review by the other developers. Once submitted mechanics have been reviewed and agreed upon, they become accepted game mechanics.

The following article lists the agreed upon key design elements of PARPG.

Contents

Relationship to the other RPGs

  • Open Source RPG, inspired by titles of the golden age of isometric roleplaying games: Fallout, Arcanum, Planescape: Torment.

Game mechanics

General

  • Singleplayer RPG.
  • No multiplayer or coop mode.
  • Multiple difficulty settings
  • Mechanics should resemble pen & paper RPGs.
  • Meaningful choices and multiple paths influence game world

Combat

  • Turn-based tactical combat (both martial and ranged)
  • Have PC with "tactics skill" influence tactics usable by player; e.g., a high tactics skills would allow greater flexibility of players actions vis-a-vis turn based control.
  • Have different distance scales for indoor vs. outdoor combat

Dialog

  • Provide a variety of choices in dialog that lead to actual consequences; avoid pseudo consequences (different options that lead to the exactly or almost the same outcome).
  • Available dialog choices that depend on player character statistics and skills.

Interaction

  • Branching dialog trees
  • Entities have inventories
  • Item crafting (for example distilling drinks/fuel or creating custom ammunition)
  • Lock picking and pickpocketing
  • Vehicles for world map travel

NPCs

  • The NPCs should have their own identity and moral beliefs and they shouldn't act as simply marionettes that the player could control.
  • NPCs are rated on a "personality" scale (there are a few things we can steal from the field of psychology. Personality "scores" influence how NPCs relate to PC and other NPCs. Just like match.com! (but obviously things like how often you bathe and favorite TV show are not relevant). PCs actions + initial character "design" influence PC personality.

Party mechanics

  • Party members can be hired
  • Party NPCs should interact with each other as well. Good examples of this kind of interaction can be found in Planescape: Torment.
  • Only the player character can be controlled by the player in combat. Party characters should be controlled by AI.
  • Leadership abilities/charisma "stuff" influence how MUCH control PC has over party
  • The player character can recruit a number of different NPCs who follow him during the course of the game.

Quests

  • Multiple ways to reach a goal and complete quests.
  • Implementation of non-violent ways to solve quests.
  • Influence of player character stats.

Artistic direction

  • Isometric 2d graphics.

Ruleset

  • Custom-developed ruleset.

Setting

  • Setting
  • In short: Post-apocalyptic snowy world.

World

  • Square grid-based maps
  • World map for travel
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