Game engine rules

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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.

This is a draft of the game engine rules and mechanics (combat system, NPC system, dialog system, character creation and advancement) for the PARPG game engine. It is still an early draft, not ready for commenting yet. It will need to be merged with Basic Game GUI and Engine Specifications.



Locations are areas in which the player character interacts with critters, objects and items (which are all placed on the map). They consist of tiles and cells and areas are placed in them. Locations can contain connections to the world map and/or other locations as areas or objects. Random locations can be generated from templates or selected from prepared locations for use in random encounters


Tiles define floor and roof graphics in locations. They can be looked at.


Cells form the movement grid of creeps and are used to place objects and items in locations.


Areas are groups of cells (or one cell) which can cause events when something happens inside them. For example when a critter leaves an area or an item is used inside it.


Objects are immobile things that are placed one or more cells and can have following attributes:

  • Block movement
  • Block view
  • Block bullets
  • Be a container
  • Be usable
  • Be destructible

Skills and items can be applied on objects.


Items are things placed in critters' inventories, on maps or inside containers. They can be picked up and used by the player character from inside the inventory or by being applied to objects or creeps.

Money is an item.

Weapons are items that are used to shoot.


Critters are the active part of the world that have inventories and character stats. They can have following abilities:

  • Move
  • Talk
  • Use items
  • Use skills
  • Die

They can be either hostile, neutral or friendly towards other critters.

Skills and items can be applied on critters.

Critters turn into container objects when killed or destroyed.

Player character

The player character (PC) is the only critter that is controlled directly by the player.


Some critters can be made to join forces with the player character and move along the player character in and between locations. They aid him using their abilities.

Followers understand basic commands in and outside battle.


Interfaces between player and game. Multiple interfaces can be seen at the same time.

Character editor/status viewer 
Player character design screen before the game begins. If changes can be made to the player character in-game, they will be made here too.
World map 
Zoomed out map on which the PC moves around the game world. It is structured in tiles, which are transitions to locations. Only non-random locations and the PC are indicated on the map via geometric shapes. The map scale might be on the order of several km per pixel. Possible actions besides moving and entering locations could be eating, hunting and resting.
Location map 
Isometric view of a location where the PC moves around a location. This is the scale where player interacts with critters, objects and items by fighting, talking, looting, examining, using skills or items and probably more.
Location mini-map 
Overview of the current local map with a larger scale. The mini-map could highlight objects, NPCs and eventually level transition areas.
Communication with creeps or interaction with objects can happen via dialogs.
Trading items happens via this interface.
Quest progress 
this is where the player tracks his progress on "game assigned tasks".
Character inventory 
Visualization of the PC's inventory via icons and numbers. Items can be used or dropped. Combining items or applying skills to them might be anoter functionality.
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