From Post-Apocalyptic RPG wiki
"Hero? You want to be a Hero? You know how to tell which ones' the Hero? He's the one in the pile of corpses with the fancy jacket."
This article represents the *CURRENT* Creative vision and over all feel of the game. It is possible, as content grows and the game develops that the ideas presenting herein may morph to something slightly different.
What is this game
PARPG is a grimly realistic isometric RPG that takes place in the nuclear winter induced frozen waste land of Scandinavia. It uses the FOSS engine FIFE and a customized RPG system.
What is a "PARPG"?
It's a nasty mutant furry pig. Good eaten', if you have four guys to take it down -- and are willing to lose one. Actually it stands for "Post Apocalypse Role Playing Game" and as such is representative of our commitment to defer important decisions like naming the game until the time is ripe.
PARPG will run on up-to-date Windows, Linux, and Mac OSX systems.
Tired of saving the world from the big bad? You'll be happy to find an old can of luutefisk. This game forces the player to think about survival first, looting the corpses second. Want to be a Slayer of the Wastland? Want to command awesome forces of nature? Control the destiny of millions? Wrong game.
You'd be advised to stay away from unnecessary combat. That guy may only have a knife, but it doesn't look very antiseptic, and you only got 4 more shells for your rusty old .45. Need to take out a nest of highway robbers? I would not suggest barging in the front door guns a-blazin'. Bring a couple friends and a plan. Or hell, maybe join up and betray them from within.
We got to cross 100km of tundra and someone stole our dogs. I wonder if that snowmobile works (it doesn't)… but hey we might be able to jury rig it. It would probably make it there, anyway. These things run on alcohol, right? Fire up the still - and save me a shot.
PARPG is a hybrid game.
It's core is an old-school 2D isometric game with dialog trees and turn-based combat. But the combat is not stand toe to toe and grind each other's hit points to dust, then quaff the technological equivalent of a healing potion. It's about team work, tactics, efficiency and "the better part of valor" (that's discretion for the unliterary). De-emphasizing combat and phat l00t means making the rest of the game more interesting, more important. Visionary predecessors like Fallout and Planescape:Torment have shown what can be done with dedication and dialog trees, and we will lovingly craft the Players interaction with types both civilized and unsavory.
But that's not all. A deep skill tree and robust and flexible scripting system will allow all sorts of non-combat / non-dialog interactions with the world, and this will be key to any progression or puzzle solution. A big component of the game will be patching and jury-rigging the pieces of the old world into usable items that promote the Player's survival. Or someone else's demise.
Finally we will add a clever and entertaining resource management component. Players will not be able to grind their way to being a fabulously wealthy demigod that walks the earth distributing just retribution and/or arbitrary punishment.
Team Vision Statement
- If Fallout was gritty, this game is a gravel pit under a slime pond
- The parpg world is dark. It's COLD. It's pointless and it's soul-crushing. If after playing a scene the players is contemplating suicide (or better yet, buoyed by false hope of something that will NOT come true), you have done your job.
- Break the ice with gallows humor
- Remember the 1980s? Funny stuff. Just when the player is wresting with the realization that the only one who can help him out of his predicament is a baby-marrow-sucking cannibal, he finds a cache containing "Flock of Seagulls - Greatest Hits"
- Challenge the player's preconceptions about Roleplaying games and the Post Apocalypse genre games.
- Build an organic world
- Things exist in PARPG land for a reason. Why is this farm here? What do those people eat? Why don't they move somewhere nice? Why did that guy attack me? Why did he spare my life?
Development, Process and OS Philosophy
- The post apocalypse world is a dark and scary place. Death awaits around every snow drift. Everyone you meet might attack you - and kill you to strip your corpse, or to put you in a sandwich.
- The old technology has not aged well in the last 20 years - sure that stuff is awesome, when it works, but just try to get spare parts. I hear that spot over by the river actually has electric lights for a dozen hours a week...
- Food is not that easy to come by - you either got to work your ass off laying in wait for a couple of rabbits, or slave away drying to get the crappy partially frozen ground to produce something in the 6 week growing season.
- Winter sucks. Hell, "spring" and "fall" suck, but at least you can GO outside.
- The few people that are left formed bands here and there - tribes, villages... even a town or two... but mostly it's every man for himself.
For a more detailed take read: Setting
Game Plot & Story
The player must survive and move to warmer climes as the world begins to freeze from the poles outward. Encroachment_of_Ice_Age.
How does the game end? Not with a bang but with a whimper.
There will be several "main" endings, based on the Players actions at the end game.
Cliches to be avoided
- Super-mutants as found in Fallout
- Pretty much any crazy mutations as a matter of fact
- NUCLEAR WEAPONS DO NOT MAKE THE WHOLE AREA RADIOACTIVE. The radiation is mostly short lived - days, maybe weeks. To get serious contamination you need one of the following:
- dirty bomb (cobalt-60 nuke, theorized but never tested)
- destroy a nuclear power plant (chernobyl)
- destroy/de-contain a large nuclear waste, processing, or refinement plant <zenbitz>
Also it has been decided that radiation will play a lesser role in PARPG, so any radiation hazards will be location-specific and not a global occurrence
- Raiders. A faction who's sole purpose is to run around looting and killing and spreading fear.
Also see this forum thread for discussion.
The post apocalypse world is a dark and scary place. Death awaits around every snow drift. Everyone you meet might be sizing you up for a "roll" - and that could mean to kill you and strip your corpse, or to put you in a sandwich. The old technology has not aged well in the last 20 years - sure that stuff is awesome, when it works, but just try to get spare parts. Food is not that easy to come by - you either got to work your ass off laying in wait for a couple of rabbits, or slave away drying to get the crappy partially frozen ground to produce something in the 6 week growing season.
Winter sucks. Hell, "spring" and "fall" suck, but at least you can GO outside. People have banded together here and there - formed tribes, villages... even a town or two... I hear that spot over by the river actually has electric lights for a dozen hours a week... but mostly it's every man for himself, and god help you if you happen to be in the wrong place at the wrong time, you might wind up lashed to a water wheel, or in the stew pot.
- High quality 2d art, based on rendered high poly 3d models
- Tile-based terrain
|Please help FIXME: How should buildings work?|
|Please help FIXME: Fully voiced dialog?|