# Game Mechanics Overview ## Core Systems ### 1. Health & Stamina System #### Health Points (HP) - **Purpose:** Measure of character's life force - **Starting Value:** 100 HP - **Range:** 0 to max_hp - **Death:** Occurs when HP reaches 0 - **Regeneration:** Does not auto-regenerate (requires items or rest) - **Display:** Visual bar with percentage ``` ❤️ HP: ███████░░░ 70% (70/100) ``` #### Stamina - **Purpose:** Resource for actions and movement - **Starting Value:** 100 Stamina - **Range:** 0 to max_stamina - **Usage:** - Movement between locations (varies by distance and inventory weight) - Actions on interactables (searching, opening, etc.) - **Regeneration:** Passive over time (1 + endurance/10 per cycle) - **Display:** Visual bar with percentage ``` ⚡ Stamina: █████░░░░░ 50% (50/100) ``` ### 2. Character Progression #### Experience (XP) - **Gained From:** - Defeating enemies - Completing actions - Exploring new locations - **Display:** Progress bar showing advancement to next level ``` ⭐ XP: ████░░░░░░ 40% (240/600) ``` #### Leveling - **Formula:** XP required = 100 * (level ^ 1.5) - **Benefits:** - Stat point to allocate - Increased base damage - Access to new areas #### Stats - **Strength (💪)** - Increases melee damage - Formula: Base Damage = 5 + (strength / 2) + level - **Agility (🏃)** - Increases flee chance in combat - Formula: Flee Chance = 50% + (agility / 100) - **Endurance (💚)** - Increases max HP when leveled - Increases stamina regeneration - Formula: Stamina Regen = 1 + (endurance / 10) - **Intellect (🧠)** - Reserved for future mechanics - May affect crafting, dialogue, etc. #### Stat Points - **Earned:** 1 point per level - **Allocation Options:** - +10 Max HP - +5 Max Stamina - +1 Strength - +1 Agility - +1 Endurance - +1 Intellect ### 3. Inventory System #### Capacity - **Weight Limit:** 50 kg (base) + equipped backpack bonus - **Volume Limit:** 100 vol (base) + equipped backpack bonus - **Overencumbered:** Cannot pick up items when at capacity - **Movement Penalty:** Higher inventory weight increases stamina cost for travel #### Item Types - **Weapons:** Equippable, adds damage - **Armor:** Equippable, adds protection - **Consumables:** Single-use, restores HP/Stamina - **Tools:** Required for certain actions - **Materials:** Crafting components (future) - **Quest Items:** Special items for progression #### Equipment Slots - **Weapon:** Primary attack tool - **Backpack:** Increases carrying capacity - **Armor:** Protection (future implementation) ### 4. Combat System #### Turn-Based Combat - Player turn → NPC turn → Repeat until victory or defeat #### Actions - **Attack:** Deal damage to enemy - **Flee:** Attempt to escape (chance-based) - **Use Item:** Consume healing/buff items #### Damage Calculation ```python Base Damage = 5 + (strength / 2) + level Weapon Damage = random(weapon_min, weapon_max) Total Damage = Base Damage + Weapon Damage ``` #### Enemy Spawning - **Static Spawns:** Fixed enemies at locations - **Random Encounters:** Chance-based when moving - **Wandering Enemies:** NPCs that patrol locations #### Death & Respawn - **Player Death:** Lose all inventory, respawn at start location - **Corpses:** Player corpses can be looted by others (multiplayer aspect) - **Enemy Death:** Drop loot, award XP ### 5. World Interaction #### Locations - **Types:** Safe zones, dangerous areas, dungeons - **Connections:** Graph-based navigation - **Images:** Visual representation of each location - **Interactables:** Objects to search/interact with #### Actions - **Inspect Area:** View location details and items - **Move:** Travel to connected locations - **Search Objects:** Loot interactables for items - **Attack Enemies:** Engage wandering NPCs #### Cooldowns - **Purpose:** Prevent infinite resource farming - **Duration:** Varies by action (typically 5-30 minutes) - **Per-Object:** Each interactable has independent cooldown ### 6. Item Collection #### Dropped Items - **Sources:** - Enemy loot - Interactable rewards - Player-dropped items - **Pickup:** Choose quantity to take - **Capacity Check:** Must have room in inventory #### Looting - **NPC Corpses:** - Requires tools for certain materials - Random quantities - Disappears when fully looted - **Player Corpses:** - Contains all inventory from death - Can be looted by any player - Encourages retrieval runs ## Game Loop ### Basic Cycle 1. **Explore** → Move to new location 2. **Inspect** → Find interactables and enemies 3. **Action** → Search, fight, or collect 4. **Manage** → Organize inventory, use items 5. **Progress** → Gain XP, level up, allocate stats 6. **Repeat** ### Resource Management - Monitor HP and Stamina - Use consumables strategically - Rest when needed - Manage inventory weight ### Risk vs. Reward - Dangerous areas have better loot - Higher-level enemies give more XP - Overextending can lead to death - Strategic retreats preserve progress ## Progression Path ### Early Game (Levels 1-5) - Learn basic mechanics - Gather starting equipment - Explore safe zones - Build initial stats ### Mid Game (Levels 6-15) - Venture into dangerous areas - Face tougher enemies - Collect better equipment - Specialize character build ### Late Game (Levels 16+) - Challenge end-game content - Optimize builds - Collect rare items - Explore all areas ## Future Mechanics ### Planned Features - **Crafting System:** Combine materials into items - **Quests:** Story-driven objectives - **Factions:** Reputation and alliances - **Trading:** Player-to-player economy - **Skills:** Special abilities beyond stats - **Housing:** Personal storage and rest areas --- **Last Updated:** October 19, 2025 **Status:** Living document - Updated as mechanics evolve