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Author Topic: Dividing mechanics  (Read 4476 times)
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« on: August 17, 2010, 07:47:28 AM »

First thing that came to my mind is to gather all the systems needed that are more or less related to RPG side of the game and look how to divide/combine it. Maybe there is something that can be implemented as a separate part of the engine, without further dividing to fit into a single ticket.
I bolded what looks like the most obvious way of starting major things when implementing RPG mechanics.
Again, this is more like a rough proposal than a detailed design document a coder would expect.

Attributes and skills: making a basic (N)PC attributes and skills generation and development system, like one skill tree and two attributes that varies accordingly to what is going on in the game
Attributes and skills: further work to have full-blown (N)PC attributes and skills generation and development system
Attributes and skills: GUI for ^^
Attributes and skills: impact on the surrounding world (like when a set of available actions is determined by skills PC has or dying when life goes to zero)

Inventory system: Encumbarance
Inventory system: item exchange, shopping (plus GUI)
Inventory system: introduce various inventory types as described here: http://wiki.parpg.net/Proposals:Catalog_of_item_types

Fight: attacking each other (plus HUD indicator)
Fight: enabling turn-mode playing (plus GUI part for switching and indicating purpose)
Fight: weapon system
Fight: armor system
Fight: long-distance combat, aiming, hiding and other features, described in the draft http://wiki.parpg.net/Proposals:Combat_System
Fight (or NPC): AI

Party (or NPC): AI and commands (this may be combined with fighting AI, to be a general kind of AI for all NPCs)
Party: GUI

Map: travelling map for traveling fast between distant places
Map: random map generation (needs to be discussed if this is needed at all)

Vehicles: movement
Vehicles: combat

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« Reply #1 on: August 17, 2010, 09:07:58 AM »

That sounds like a good proposal to me.

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