I may have played too much Opus Magnum to focus on much else.
Thinking about the kinds of things this game could include:
- Recruiting randomly generated NPCs.
- Work assignments.
- Random encounters.
- Known geographical hazards.
- Stealing things.
- Having things stolen.
- Relationship meters.
- Autosaves between zones.
- Manual saving.
- Diseases and curses.
- No lockpicking minigame.
- Carrying capacity.
- Land speed determinations.
- Rations and meal planning.
- Haggling, but abstracted.
One thing to note is that I probably want to limit the party size, and the number of NPCs that can be present in a given scene.
Basically, in a settlement, you have the following jobs you can assign:
- Given a budget and a shopping list, send a party member to buy as many supplies from the list as possible, and sell any goods.
- Pickpocket passersby.
- Case out a building.
- Rob a cased building. Optionally, bring stuff in and leave it behind. With a sufficiently bad thief, this is neither optional nor visible in the UI.
- Ask around for odd jobs.
- Get the rewards for completed tasks.
- Seek treatment for diseases or curses.
These can have the following outcomes:
- Some or all of the party is arrested.
- Get a job that can be completed within the settlement.
- Get a job that requires traveling.
- New party members, possibly a choice of them.
- Now on the road.
On the road, the following things can happen:
- Get arrested.
- Held up.
- Attacked by wild animals.
- Encounter a navigational hazard.
- Find an unmapped dungeon.
- Find a known dungeon.
- Run low on supplies.
- Reach the destination.
The following actions are available:
- Adjust rationing.
If arrested, the player can:
- Resist arrest.
- Give up.
If held up, the player can:
- Give up.
If attacked by animals, the player can:
- Try to pacify the animals.
- Go all-out against the animals.
- Give up???
When the player encounters a known navigational hazard:
- There may be a dedicated service that allows them to get past it.
- There may be some way to deal with it themselves.
When the player encounters a dungeon:
- They can note it for later.
- Or go in.
In a dungeon, they can assign jobs, and redo assignments as needed:
- Look for and disarm traps.
- Take point.
- I need to think about this part more.
They can encounter dungeon-related things, like:
- Locked doors.
- Blocked passages.
- I need to think about this more.
Various things can inflict diseases and curses, which:
- Often require treatment.
- May add or remove various survival-related meters.
I think when it comes to navigating between settlements, I want to give the trip a maximum length, and load it into the story to set up traversal. Potentially it could instead use some form of linked-list-style traversal, allowing for arbitrary length.