Void Mission is a science-fiction game inspired by roguelikes. It is in an early stage of development right now because I am still working on the engine. But my notes are here for you to enjoy (and perhaps comment upon?)
The main ideas of Void Mission are:
The story of Void Mission takes place in a remote research outpost called Installation 774. It is the size of a small city and is composed of square, uniformly-sized, interconnected modules whose interiors may be configured for different purposes and environmental conditions. For example:
These modules are about the size of one city block, approx 60x60 cells. Various airlocks separate the modules from one another. Some modules have become depressurized and therefore you need an armored robo suit to explore them. Some areas are so radioactive or toxic that only a remote-controlled bot can enter.
The city is designed to house about 1,000 employees, contractors, military personnel, and various visitors.
The roleplaying system is a property of a particular RLX game, not of RLX itself. This allows different games to use different and unrelated roleplaying systems. This section of the document is about the particular roleplaying system I am going to develop for my game. One underlying principle is that there is no "character generation screen". The character's attributes result entirely from in-game actions over time.
At first I will just develop the basics, the raw minimum for a sci-fi game to work, then develop it further.
In the RPG system for Void Mission, numeric quantities like skills and characteristics are subsumed into one idea: stats.
Both characteristics and skills enable you to do something, and can change:
Stat values factor into various computations: for example, eyesight could determine the radius of your vision under normal lighting.
Make it so that "average" skill of 10 is about equally likely to fail as succeed. Must roll less than or equal to controlling stat to succeed.
:action :attack :to attacker :from direction
:action :attack :to attacker :from defender
:action :defend :to defender :from attacker :detail points
:action damage :to self(defender) :detail points
Is this too complicated?
Each place will have associated enemies, items, and a selection of special things to do.
Date: 2008/01/15 11:53:04 AM