d(^_^)(^_^)d wrote...
I'm interested, but what would we primarily be writing? Because I don't do sexy stuff. Also, I have some questions . . .
using base descriptors for things like epidermal layers (skin) and body parts
What's this mean?
As an example:
short, long, or medium hair with colours like red, blue, green etc.
leathery, scaly or furry skin
hands, talons or claws
...
When a new game is started, species could be generated combining descriptors like these then follow a procedure of steps (hence procedural) that has the ability to modify itself over time, causing them to settle villages, find food sources and mineral sources, then interact with other species in geopolitical relationships.
Dwarf Fortress is a good example of a game that uses this, but we don't need to go that complex. At a smaller level procedural generation can be used for simple things like quests (space sims), character appearances and items (dungeon crawlers like Diablo). The more we use it, the less labour we have to do when it comes to writing and designing. It does have major downfalls, though, giving designers much less control over player experience and making it harder to fit in an overarching plot the more complex it gets.
d(^_^)(^_^)d wrote...
Use-based skill and attribute gains
Would this be similar to Elder Scrolls?
Yep.
I feel it's better done when the player is controlling a single character. If we want a combat system to similar to RPGs or tactics games with a party, I think it would be better to go the regular route of character classes and pre-defined level stats with items modifying them and providing effects, as it may become too micro-intensive and hard to balance otherwise.
d(^_^)(^_^)d wrote...
Multiple text partials that are different per text scene
???
In general, text partials are sections of written content that can be placed variably throughout a medium. Specifically to this context, it would mean that when you talk to a character about a subject, they display x amount of paragraphs. For each paragraph, we have different variations that could be swapped out, maybe based on something the character does or has, providing more variety. Not necessarily limited to things like whole paragraphs.