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
Next Steps
- Try the Tutorial
- Explore Advanced Features
- Read about Technical Implementation