Department:Game design

This article contains the relevant information for the game mechanics department. That includes ruleset design, balancing as well as general features of PARPG.

Meta story Draft
Some proposals on what the game is like in a general sense. Not really writing or mechanics...


 * Gameplay

Current tasks
The easiest way to find out who's currently working on what in the game mechanics department, is to check out the list of Current tasks. Active developers should add themselves and the tasks they're looking into or working on there.

Drafts
Drafts are agreed upon components in the game.


 * Draft:Mechanics (mvBarracuda)
 * Draft:User interface (zenbitz)

Proposals

 * Proposals:Mechanics (zenbitz)
 * Proposal:Temperature
 * Have different distance scales for indoor vs. outdoor combat (Problem: how to deal with "mixed")

Meta proposals
The following meta proposals should be merged in the long run to form a common basis for distilling the engine requirements of PARPG:
 * Proposals:Game engine rules (early draft, not ready for commenting yet) - needs to be merged with Basic Game GUI and Engine Specifications
 * Proposals:Basic Game GUI
 * Proposals:Engine Specifications

Combat

 * 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.

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

 * 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.

Ruleset

 * We are developing our own ruleset