Key design elements
From Post-Apocalyptic RPG wiki
The following article lists agreed upon key design elements of PARPG. They're meant as personal suggestions for now and are up for discussion until we've reached a well-grounded consensus about these aspects. We might even need to reconsider some of them after completing several milestones, e.g. because a feature turns out to be too hard to implement due time restrictions.
Note: this page should get reworded once we've agreed on drafts for the different departments.
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.
- Mechanics should resemble pen & paper RPGs.
Combat
- Tactical, turn-based combat.
Dialogue
- Provide a variety of choices in dialogue that lead to actual consequences; avoid pseudo consequences (different options that lead to the exactly or almost the same outcome).
- Available dialogue choices that depend on player character statistics and skills.
Party interaction
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.
Setting
- Draft:Setting
- In short: Post-apocalyptic snowy world.