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docs: fix formatting a bit; add links to Readme
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ForNeVeR committed Dec 31, 2016
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6 changes: 6 additions & 0 deletions Readme.md
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Expand Up @@ -50,6 +50,9 @@ Game design documents

- [Game description][gdd-game-description]
- [General concepts][gdd-general-concepts]
- [Character generation][gdd-character-generation]
- [Combat mechanics][gdd-combat-mechanics]
- [Items][gdd-items]

### UI mockups

Expand All @@ -62,8 +65,11 @@ License
Keter is licensed under the terms of MIT License. See [`License.md`][license]
file for details.

[gdd-character-generation]: docs/character%20generation
[gdd-combat-mechanics]: docs/combat
[gdd-game-description]: docs/SCP%20Roguelike
[gdd-general-concepts]: docs/General%20concepts
[gdd-items]: docs/items
[license]: License.md
[mockup-equipment-screen]: docs/Equipment%20screen.svg
[mockup-inventory-screen]: docs/Inventory%20screen.svg
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20 changes: 10 additions & 10 deletions docs/General concepts.md
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Keter: General concepts
=======================

# Objects
## Objects
Everything that is not part of the landscape -- meaning, everything that is not a floor, a wall or somesuch -- is an object. Any and all objects can carry and possess effects that describe how they can be interacted with and how they interact with the environment. The objects are broadly divided into two categories:

## Passive
### Passive
Passive objects are anything that can be nontrivially interacted with mechanics-wise, like a door, a lever, a container or an item lying on the ground. Passive objects are not processed by event queue and can not perform actions but can be targeted by actions. A special case of passive objects is **items** that can be picked up, held in an inventory, equipped, and dropped.

## Active
### Active
Active objects are driven by either a player or an AI. They can perform actions and can be a target of actions performed by other active objects. Active-ness can be imparted onto a passive object by some weird SCP effects. A special case of active objects are **sentient** objects. If an object is sentient it means that it possesses some semblance of thought and is able to *somehow* perceive, process and react, even if it's form permits no valid actions. Therefore, only **sentient** objects can be afflicted by memetic effects.

# Actions
## Actions

All active objects place their actions onto the common queue. If all active objects have an action queued, then the world simulation runs till the next queued action and said action resolves. Otherwise, all objects with no action in queue are queried for their move.

Expand All @@ -22,18 +22,18 @@ Example actions:

* Use item (like a medkit): activate one (or all) of consciously activable effects of an item, target(s) suffer the consequences -- duration is defined by an item

* Use ability: activate one (or all) effects of a skill, intrinsic ability or supernatural phenomena that this active objects possess, with target(s) suffering the consequences -- defined, obviously, by the ability
* Use ability: activate one (or all) effects of a skill, intrinsic ability or supernatural phenomena that this active objects possess, with target(s) suffering the consequences -- defined, obviously, by the ability

# Stats
All objects possess statistics that, in a nutshell, are some numbers that describe their quantitative properties. They have no real meaning by themselves, but will be used in the formulas describing how the certain actions resolve.
## Stats
All objects possess statistics that, in a nutshell, are some numbers that describe their quantitative properties. They have no real meaning by themselves, but will be used in the formulas describing how the certain actions resolve.

## Common stats
### Common stats
* Health points -- or HP for short. When HP reaches zero, the object is destroyed/killed

## Living objects
### Living objects
* Strength (Str) -- brute force. brawn. muscle power. Obviously.
* Dexterity (Dex) -- agility, precision, speed, you know the drill.
* IQ -- smarts, intelligence and wit.

## Derivative stats
### Derivative stats
* HP regeneration -- any living object naturally regenerates (Str) HP every 60 seconds, evenly distributed in time.
38 changes: 19 additions & 19 deletions docs/SCP Roguelike.md
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Expand Up @@ -3,21 +3,21 @@ Keter: SCP Roguelike

This document deals with broad considerations and high-level concepts.

# Content
## Content

## Setting
### Setting

Concepts and definitive content will be... borrowed from the SCP shared 'verse, but details (SCP objects, their properties, characters and the like) will be homebrewn, except for iconic characters(Dr. Clef, Dr. Kondraki, agent Strelnikov, etc) and SCPs (682, 173, 500...), that should be transferred faithfully to the source.

Game world will be generated randomly for each playthrough.

## Presentation
### Presentation

Primary implementation is ASCII pseudographics. Tile graphics are optional and low-priority.

# Game modes
## Game modes

## Containment breach
### Containment breach

Action occurs in a randomly-generated multi-level Foundation Area that is occupied by an out-of-control SCP. The goal of a player will be to:
* Delve into SCP-ridden depths; then
Expand All @@ -27,7 +27,7 @@ Action occurs in a randomly-generated multi-level Foundation Area that is occupi
*AND, OPTIONALLY*
* Survive.

## Missions mode
### Missions mode

A player character performs missions assigned by her supervisors, rises in rank, power, equipment access and insanity. Some of the possible mission types are:
* Containment breach -- identical to the eponymous game mode
Expand All @@ -37,7 +37,7 @@ A player character performs missions assigned by her supervisors, rises in rank,
* Object containment -- secure and contain (or destroy) an actively opposing anomalous entity
* Raid -- ~~steal~~ acquire an object of interest from a rival world conspiracy

# Factions
## Factions

Factions should be described on the following terms:
* Equipment access: guns, armor, tanks, orbital killsats, etc
Expand All @@ -47,64 +47,64 @@ Factions should be described on the following terms:
* Special traits


## SCP Foundations
### SCP Foundations
Focuses on accessible equipment and research.

* Equipment access: high
* Equipment quality: average
* Anomalous objects access: low
* Combat ability: average

### Special traits
#### Special traits
* Body of knowledge
* Institutional paranoia

## Chaos Insurgency
### Chaos Insurgency
Focuses on anomalous object usage
* Equipment access: average
* Equipment quality: average
* Anomalous objects access: high
* Combat ability: low

### Special traits
#### Special traits
* No holds barred

## Global Occult Coalition
### Global Occult Coalition
Focuses on equipment quality
* Equipment access: average
* Equipment quality: high
* Anomalous objects access: none
* Combat ability: high

### Special traits
#### Special traits
* Killswitch engage
* The Last Stand

## The Factory
### The Factory
Focuses on anomalous objects production
* Equipment access: average
* Equipment quality: average
* Anomalous objects access: average
* Combat ability: average

### Special traits
#### Special traits
* Frontline assembly
* You're screwed

## The Serpent's Hand
### The Serpent's Hand
* Equipment access: low
* Equipment quality: average
* Anomalous objects access: average
* Combat ability: average

### Special traits
#### Special traits
* Matters occult

## Andivionian Science Foundation (easter egg, anyone?)
### Andivionian Science Foundation (easter egg, anyone?)
* Equipment access: ???
* Equipment quality: ???
* Anomalous objects access: ???
* Combat ability: ???

### Special traits
#### Special traits
???
14 changes: 7 additions & 7 deletions docs/character generation.md
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Character Generation
====================

# Name
## Name
As is obvious, a user should be permitted to enter a name for his character.

# Faction
## Faction
After entering a name a player will be presented with a faction select menu. Said menu should allow the player to navigate through the list of available factions and display faction details on the same screen.

# Stats
## Stats
Stats should be randomly generated by rolling a number of dice. Number and value of dice is defined by a chosen faction or, more precisely, faction's combat ability as follows:

Combat ability | Str | Dex | IQ
-------------- | --- | --- | ---
Low | 2d6 | 3d6 | 3d6
Medium | 3d6 | 3d6 | 3d6
High | 4d6 | 4d6 | 3d6

If the player finds a particular set of stats undesirable, a character can be rerolled up to 3 times per character creation.

Character's maximum health points is defined as 10+Str
# Equipment

## Equipment
After accepting rolled stats the player will select equipment for his character by spending requisition points (RPs). How many RPs he can spend is defined by a faction's equipment availability grade:

Equipment availability | RPs
Expand All @@ -29,5 +29,5 @@ Equipment availability | RPs
Low | 150
Medium | 250
High | 350

Available equipment is constrained by the faction's equipment quality grade. Equipment quality thresholds are listed in the items description.
18 changes: 9 additions & 9 deletions docs/combat.md
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Combat mechanics
================

# Terminology
## Terminology
* EStr -- character's effective strength after all modifiers are taken into account
* EDex -- character's effective dexterity after all modifiers are taken into account
* Acc -- weapon's accuracy rating
Expand All @@ -11,7 +11,7 @@ Combat mechanics
* DR -- defence rating
* d(X) -- a random value between 1 and X, inclusive

# Attack
## Attack
Attack action is resolved in two steps:
1. Determine if the attack connected:
* Attacker rolls d(EDex) as his attack score.
Expand All @@ -23,18 +23,18 @@ Attack action is resolved in two steps:
* For ranged attacks the DV is simply WD + AV
This damage can be fully or partially negated by the defender's soak value that is determined as d(EStr) + DR

# Modifiers
## Modifiers

## Range
### Range
When making a ranged attack, attacker's Dex value is modified by -1 for every full (Acc) tiles between attacker and defender. The tiles that attacker and defender stand on are not counted.

# Effects
## Effects

## Bleeding (X seconds)
### Bleeding (X seconds)
Living objects only. Prevents natural HP regeneration for X seconds.

## Bleedout (X seconds)
### Bleedout (X seconds)
Living objects only. Object is bleeding heavily and will die after X seconds. If any healing is received before the bleedout ends, this effect is replaced with Bleeding for the remaining duration.

## Stunned (X seconds)
Any active object. Lasts for X seconds. A stunned object has all his attribute values halved (rounding up). Any queued action is cancelled when object becomes Stunned. Any actions queued by object while Stunned take twice as much time
### Stunned (X seconds)
Any active object. Lasts for X seconds. A stunned object has all his attribute values halved (rounding up). Any queued action is cancelled when object becomes Stunned. Any actions queued by object while Stunned take twice as much time
20 changes: 10 additions & 10 deletions docs/items.md
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@@ -1,11 +1,11 @@
Items
=====

# Common item stats
## Common item stats
* RPs -- cost to buy the item at character creation;
* Avl -- minimal availability score this equipment is accessible at character creation;

# Weapons
## Weapons
* Combat knife
A common survival knife with a steel blade. Can be used as an improvised spade or a can opener.

Expand All @@ -18,34 +18,34 @@ Ubiquitous intimidation tool that is used in security and specops forces through
* AK-12
Infamous russian shooting club -- now with modern polymer stock and Picatinny rails.

## Weapon stats
### Weapon stats
* Accuracy (Acc) -- accuryacy rating of a ranged weapon
* Damage -- base damage roll of a weapon

Name | RPs | Avl | Accuracy | Damage
------------------- | --- | ---- | -------- | ------
Combat knife | 25 | Low | Melee | 2-6
Telescopic baton | 50 | Med | Melee | 2-10
USP .45 | 100 | Med | 1 | 6-12
AK-12 assault rifle | 150 | High | 3 | 8-20

# Armor and clothing
## Armor
## Armor and clothing
### Armor
* Flak vest
Kevlar vest with thin steel plates inside. Sometimes can stop or deflect a bullet. Still hurts like hell.

* Combat armor
A carrier vest with front and back armor plates, augmented with HMPE-aramid sleeves and leggings. Prevents enough damage to keep you alive and conscious for the worst part.
# Armor stats

## Armor stats
* DR -- defence rating of an armor set

Name | RPs | Avl | Range | DR
------------ | --- | ---- | ----- | ---
Flak vest | 50 | Med | Melee | 2
Combat armor | 150 | High | 15 | 6

# Usable items
## Usable items

* Frag grenade
A portable single-use IQ test. Push the lever, pull the pin, count to three and throw it at the enemy. If you're smart enough to understand what "it" means, you'll live. Maybe.
Expand All @@ -56,7 +56,7 @@ Lets out a bright flash and a loud bang. Can give you that extra few seconds you
* First aid kit
Wound dressings, bandages and antiseptic spray that you'll need to turn a fast bleedout into a slow one.

## Usable items stats
### Usable items stats
* Target -- what the item use can be targeted at
** Object -- any object in range
** Point -- any point in range
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