RPG
WARNING: The RPG is currently in a (pre-)alpha state and is subject to HUGE changes without prior notice
WARNING: secondly, most information here is based on the current development version
How things work
The creator would define everything from scripts, particle effects, status effects, to character and item templates. Nearly everything in the game world can be assigned a script, which define actions to execute under certain conditions. It is not possible to remove any definitions
Cutscenes: See the Cutscene page for more information. Cutscenes consist of directives that execute over a certain amount of time with the option to spawn additional directives.
Scripts: See the scripting page for more info. Everything in the RPG can be assigned a script. The scripting implementation piggybacks on cubescript to provide a relatively simple and intuitive scripting implementation which depends heavily on named lookups (in stark contrast to the remainder of the engine). The modifications are fully type-safe and generally won't do more than print an error message on a type mismatch. (This is not means for ignoring it)
Maps: All map related information is stored in a hashtable. This information consists of objects, projectiles, blips, areaeffects and queued scripts. The queued scripts are executed when a map is loaded and would normally consist of teleportation and spawn directives.
Definitions: See the configuration page for more info. Everything in the world is defined via script. Additional definitions can be added at any time but existing definitions cannot be altered (unless it was the last defined definition)
Savegames: Savegames store EVERYTHING. This means all the templates, all the definitions, and everything that's present. The exceptions consist of some state information such duration of game, whether or not creatures are moving/attacking, aliases and cutscenes. The savegame format is purely binary and Little Endian where endianness matters.