Gameplay scratch pad

An overview of what I want to do with this game

I think the combination of hack/slash (a la Diablo) and a mix of conversational adventure game is something that I’m trying to hit. I’d like to see the player interact with the world through NPCs and manipulating the environment to a certain extent. I’d like the player to have a variety of missions to complete that makes up the overall narrative. I’d like there to be some skill-based real-time combat like Diablo. Therefore, there should be a skill system as well.

Player has


I’d like to do some conversational adventure, which means some sort of dialogue between player and NPC. The most accessible format at the moment is multiple choice dialogue.

NPCs will give descriptions about the world, specifically ‘day in the life’.

The player will be presented with pre-determined choices and the NPC will reply. The Talk aspect is more to reveal a deeper storyline than graphics; the Talk system won’t be a adventure puzzle to figure out.


Player has an inventory of items to use.

Player can receive items from NPC talks, and get items from places, and robots, and NPCs, too.

Player can use items in several contexts: combat, adventure, talk.

In combat, weapons, protective devices, and combat utility devices are used.

In adventure, adventure items are used, such as keys, and any such tagged.

In talk, adventure items are used, but in the context of a conversation, such as a mission item where in act of dialogue, an item is traded implicitly.


Combat is skill-based. Combat is divided into these aspects.


There are a few weapons classes available for the player: small, medium, large. These only refer to the physical aspect of the weapon (as it may be represented in the player sprite). Large weapons cannot be ‘holstered’ or hidden.

In addition to the size, a weapon can be an energy type or projectile type.

The possible effects of an offensive weapon can be to damage, or stun (incapacitate):

Damaging is easier but the disadvantage is not being able to salvage as much from the robot afterwards.

Stunning is harder to do, but salvage is more.

Drawing a weapon takes time, so there is the aspect of when to draw a weapon. Smaller weapons are quicker to draw.

Weapons have attributes that define their combat rolls.


This is mostly passive attribute. Defense includes damage resistance, and hit evasion. It can be re-termed as toughness and agility, respectively.

Toughness and agility improved by skill and by items.


Stealth is the third aspect of combat and is unique is a sense that it avoids damage by avoiding combat.

Stealth is the ability of the player to move in threat areas and not be attacked by robots.

Stealth can be improved by skill and by items. The ultimate stealth item is an invisibility cloak which allows the player to pass across a robot on an adjacent tile.

Stealth is also dependent upon the weapon drawn, if any.

Missions (accomps)

Missions relate to actions. This may involve combat (eg destroy robot), or something adventure related (eg destroy terminal, talk to NPC, place item on table, etc).

Here is a sample list of possibles:

  • Destroy computer terminal (requires being able to fire at a terminal)
  • Hack computer terminal (hacking action)
  • Receive item from NPC (via Talk)
  • Plug data storage into terminal (use item action)
  • Free prisoner (involves a sequence of accomps such as hacking prisoner doors, talking to prisoner,  concluding talk with prisoner)
  • Navigate to certain position (positional)

So, in a sense, missions are oriented towards objects. Ie:

  • Attackables – those particular entities that need to be destroyed/disabled in order to accomplish the mission
  • Useitemables – entities that need a particular item to be used on them
  • Talkables – entities that need to be talked to
  • Hackables – similar to Useitemables, Hackables are particularly oriented towards whether an entity was successfully hacked.
  • Positional – an exception to above, an accomplishment can be marked down when the player reaches a certain place. In addition, a Positional accomp might be that the player needs to remain in the position to keep the accomp true, for example, in the case of exiting an area to escape.



Adventure vs combat: the player has the option of drawing his weapon, which makes robots and SCAMs see him as a threat, but not other humans.  Only small and medium weapons can be hidden. Large weapons are always drawn (too big to hide).

Salvaging: this is the act of looting a disabled or destroyed robot.

Hacking: this is robot land, but player is a miner, so hacking is dependent upon the possession of Haxboxes, which aid in the hacking of terminals.

Knowledgebase for creating a Construct 2 isometric game.

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