Code structure

This article is a proposal for the basic design of the game code for PARPG.

Things in the world

 * Living
 * Mobile
 * A hero(ine).
 * Other humans.
 * Animals.
 * Immobile
 * Trees.
 * Plants.
 * Biological contaminants.


 * Non-living
 * Mobile
 * Vehicles.
 * Immobile
 * Buildings.
 * Tools.
 * Weapons.
 * Communication devices.
 * Clothing.
 * Food.
 * Radioactive and chemical contaminants.

Basic properties of the world

 * Time models
 * Turn-based.
 * Real-time.
 * Fast time (e.g. journeys).


 * Progression
 * Diurnal.
 * Seasonal.
 * Geological.


 * Terrain
 * Local terrain (tiles)
 * Regional terrain (maps).
 * Global terrain (world map).


 * Climatic (affected by terrain and progression)
 * Local climate (e.g. sheltered hollow).
 * Regional climate (e.g. cold front).
 * World climate (e.g. ice age).

Basic properties of all things

 * Affected by the climate.
 * Affected by the terrain.
 * Affected by the progression of time.
 * Have a degree of repair or health.

Basic properties of living things

 * Can heal.
 * Require food.

Basic properties of mobile living things

 * Have some controlling intelligence.
 * Have an inventory.
 * Affected by the time model.
 * Can move (obviously).

Basic properties of non-living things

 * May have a capacity.