Monday, August 1, 2011

Game Design Brain Dump

So, this is partially because I said I would, and partially because I want to write this all down in one place. There is going to be a lot of technical information, so feel free to not read this (actually, I think you should, that way I can exercise my non-existent authority over you).

Premise:
    The goal of this project is to build a cross-platform modular role-playing game engine, capable of supporting many different flavors of campaigns and characters. I'm dropping the cross platform bit for the first revision (I'll be developing in Linux). At some point I may port the basic rule set to tabletop, primarily for playtesting, but that is a later goal.

Domains:
    Physical, Mental and social are the three domains. Domains contain the following information:

                 physical        mental               social
power       strength        intelligence       charisma
finesse      dexterity       wits                    manipulation
stamina    constitution   resolve              determination
status        location        control               emotions
state          health           mental state       spirit                    (equivalent to hp, mp, etc)
quantity    size              magical energy   spirit energy        (measured in Joules)
makeup    material        knowledge         preferences

specific names in the grid are subject to change, but these give the general idea.

Objects:
    All objects in the game world are composed of some combination of the three domains. Examples:
A rock only has a physical domain, it's location is, in a field, and it's material is stone. str, dex and con determine physical properties (elasticity, density, hardness, and other derived statistics), which will be largely determined by material with slight variations. Standard humans will have all three components. Ghosts will have a mind and soul. Note: The intersection of status and physical can list ambient instead of a point.

Time:
    I haven't thought this one through a whole lot, but here is what I have.
    Technical: A main loop will go through all "time control objects" and give them a tick. These "time control objects" then distribute ticks down to objects for them to store and use ("time control objects" are allowed to distribute more or less ticks than they are given). The main loop will wait after distributing a tick until all "time control objects" say that it is okay for time to proceed.
    Observed (hopefully): The game will run in real time with movement and such. Most selections will be made through menu. There will be spell effects that can change the flow of time, as haste, slow, and timestop. Battles will be done in a turn based manner, where all outside of the battle proceed at a slower time pace.

Actions:
    All objects are capable of performing actions (although many may choose not to (e.g. rock)). A list of possible actions and consequences will be a plug-in set based on the campaign. All actions are set within a particular domain. The success level of actions is determined in three dimensions: precision, power and speed. Attributes (power, finesse, stamina) in the associated domain determine a point in this 3-space, which is added to a vector created from choice (direction) and skill/effort (magnitude). Points in speed will iteratively reduce/increase the time to complete an action. Points in precision and power will be handled by the descriptive text. Objects will be able to exert themselves (damage state) to increase success (the effort component). If success is put against a defense, a portion of the listed effect will take place, which can possibly be tiered.
    Un-handled portions:
        effect of implements and tools (probably add additional skill, and maybe effect attributes)
        how skill and effort interact to create vector
        taking extra time to improve success (instead of hindering it)

Other Notes:
    knowledge will contain player skill values
    when a player casts a spell, they create a mental object with special knowledge entries creating/imbuing listed effects
    experience will contain player XP, which will be handed out by GM as of current
    skills can be linked together so that knowing one thing, makes advancing another easier