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Game Mechanics

Overview

Understanding the core game mechanics that power CASYS RPG's interactive storytelling system.

Core Systems

State Management

graph TD
    subgraph Game State
        GS[Game State] --> PS[Player State]
        GS --> WS[World State]
        GS --> NS[Narrative State]
    end

    subgraph Components
        PS --> AT[Attributes]
        PS --> IN[Inventory]
        WS --> LO[Location]
        WS --> TI[Time]
        NS --> ST[Story]
        NS --> QU[Quests]
    end
  • State Types

    • Game state
    • Player state
    • World state
    • Narrative state
  • State Operations

    • State updates
    • State validation
    • State persistence

Decision System

graph LR
    subgraph Input
        PC[Player Choice]
        CS[Current State]
    end

    subgraph Processing
        RU[Rules]
        CO[Context]
    end

    subgraph Output
        NS[New State]
        CF[Consequences]
    end

    Input --> Processing
    Processing --> Output
  • Choice Generation

    • Context analysis
    • Option generation
    • Validation
  • Consequence Handling

    • State updates
    • Narrative impacts
    • Long-term effects

Character System

Attributes

  • Core Stats

    • Strength
    • Intelligence
    • Dexterity
    • Constitution
  • Derived Stats

    • Health
    • Energy
    • Skills
    • Abilities

Progression

graph TD
    subgraph Experience
        XP[XP Gain] --> LV[Level Up]
        LV --> UP[Upgrades]
    end

    subgraph Improvements
        UP --> AS[Attribute Points]
        UP --> SP[Skill Points]
        UP --> AB[Abilities]
    end
  • Experience System

    • XP gain
    • Level progression
    • Skill advancement
  • Character Development

    • Attribute improvement
    • Skill learning
    • Ability unlocking

Combat System

Turn-Based Combat

  • Action Types

    • Attack
    • Defend
    • Use item
    • Special ability
  • Combat Flow

    • Initiative
    • Action selection
    • Resolution
    • Effects

Dice System

graph LR
    subgraph Roll
        DI[Dice] --> MO[Modifiers]
        MO --> RE[Result]
    end

    subgraph Factors
        AT[Attributes]
        SK[Skills]
        CO[Context]
    end

    Factors --> MO
  • Roll Types

    • Skill checks
    • Combat rolls
    • Saving throws
  • Modifiers

    • Attribute bonuses
    • Skill bonuses
    • Situational modifiers

Inventory System

Item Management

  • Item Types

    • Equipment
    • Consumables
    • Quest items
    • Resources
  • Operations

    • Acquire
    • Use
    • Combine
    • Trade

Equipment

graph TD
    subgraph Slots
        WE[Weapon]
        AR[Armor]
        AC[Accessory]
    end

    subgraph Effects
        ST[Stats]
        AB[Abilities]
        BU[Buffs]
    end

    Slots --> Effects
  • Equipment Slots

    • Weapon
    • Armor
    • Accessories
  • Equipment Effects

    • Stat modifications
    • Special abilities
    • Status effects

Quest System

Quest Management

  • Quest Types

    • Main quests
    • Side quests
    • Dynamic events
  • Quest Components

    • Objectives
    • Requirements
    • Rewards

Progress Tracking

graph TD
    subgraph Quest
        ST[Start] --> PR[Progress]
        PR --> CO[Complete]
    end

    subgraph Tracking
        OB[Objectives]
        MI[Milestones]
        RE[Rewards]
    end

    Quest --> Tracking
  • Progress Types

    • Task completion
    • Collection
    • Achievement
  • Reward Types

    • Experience
    • Items
    • Resources
    • Story progression

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