>Type:
Third Person Simulation-Arcade (simcade) Fighting Sandbox
>Feel/Inspirations:
Martial Arts films, Mount and Blade Warband, Civilization 5, EA UFC, STALKER series, and Skate 3
>Core Features:
Analog stick/mouse based fighting system like EA UFC
>In-depth:
You use the right stick/mouse to fight. There are button modifiers for blocking and parrying, punching, kicking, and grappling. Fighting is based on how you move your mouse or right stick, like Skate 3. There are different fighting styles, each with their own strengths and weaknesses, taken from real life. The controls have to be responsive so that fights can be fast-paced and intense later in the game when the enemies are more skillful and you're more familiar with the system. Players can move around and side-step using directionals. Throwing punches and getting hit takes stamina, and there are chances for instant knockouts. The system uses a soft lock-on so that you can choose your targets while in the middle of fighting. Should you take down an enemy and grapple them on the ground UFC style, you can, but it's not recommended. Melee weapons use the same system and can be countered with parries and side-steps. If I choose to put in a sandbox, there's another control scheme for when you're not fist fighting.
The game's sandbox controls are seamless with the fighting system, and can instantaneously switch from fighting and running. Stealth is incorporated into the "sandbox controls" and features crouching and prone, fast take downs, and distractions. The cover system is soft-locked and detects when you're near a piece of cover placed by map designers. When you run, or move away from cover for half a second either at the edge or in the middle, you disconnect from cover. Efficient but stylish parkour is incorporated into the sandbox and parkour spots are detected with two actively scanning ray-traces. There is a dialogue system where players can court or condemn named NPCs either romantically, politically, or socially. This uses a 1-100 system where 1 is Despise and 100 is Love. Some NPCs have a limit depending on your gender or race. The crime system is realistic where NPCs have to see you to report a crime, and then have to report it to the authorities somehow.
>Not needed in the first iteration of the game
The named AI uses an online-offline planning system to go on throughout their day doing tasks assigned by designers and writers. This same AI system also supports territory control and faction relations. You can read up on the mod "Call of Chernobyl Warfare" to see where I'm going with this. Randomly generated NPCs use a simpler system, like the one in Hitman Absolution.
Players can join factions and do missions for them to help them take over territory. Missions include assassination, sabotage (frame or destroy), defend, negotiate, assault, and other relevant objective types. Missions can be failed and affects if the next territory your faction captures will stay in enemy hands. Miscellaneous quests by faction and non-faction NPCs are multi-stage and can include detective work, threaten, steal, escort, rescue, and other types of quests.
Faction relations are affected by the AI system, and the player. Faction relations are indicated by the number 1-5 where 1 is Despise and 5 is Good Allies. Should the player be a high ranking member of a faction and chooses to lead a small assault on a friendly faction's outpost, that faction will have less trust with your faction and your faction will punish you depending on your crimes.
Players can own property and make their own trade routes that affect the price of a product in a city or region if they own a marketplace. If the player doesn't analyze what products are favored in which region, the player's and the region's economy will suffer. Individual stores will have the player buy products from other marketplaces and try to expand their business.
If the player wishes to engage in politics, they may do so and form relations with individual members through legitimate politics and socialization (slower) or bribes (faster). This also uses a 1-5 relationship system for each person.
>Permanents:
The fighting system has to accommodate both controllers and keyboard and mouse users. A basic sandbox has to be incorporated at least.
>Help & brainstorming:
I just need some ideas to make the game fun. I really want a system for player dialogue and gameplay choices and consequences, but I'm not sure how to incorporate it in a meaningful way. I'm not sure if I should incorporate a health system or just keep stamina.