Force is defined as scalar mass times vector acceleration. In the case of gravity near the Earth's surface, the value for standard gravity (~9.8 m/s^2 or ~32.17 ft/s^2) is used for vector acceleration. Technically, the force of gravity decreases as the distance increases as shown in Newton's universal law of gravitation.
The big G is the gravitational constant. So what this says is that gravitation force is proportional to the product of two point masses over their distance between each other squared. As mass increases, so does force; but as distance increases, force decreases. So since being on a higher point of an inclined plane will put you higher above the Earth's surface, the gravity will decrease. But, because the Earth is so frikkin huge in comparison to your puny body, the decrease is so miniscule that we can ignore it. This is why we use standard gravity.
In the above image is shown an incline plane with a box on it. The force due to gravity is pointing downward from the box. This direction isn't very useful to us though, so we split the vector into two separate components, parallel and perpendicular, using trigonometry. You'll find that their values will add up to the gravitational force experienced by the object. Now, opposite the perpendicular force is the normal force. The normal force is caused by Pauli repulsion of the contacting surfaces. This force is equal to the perpendicular force in this case because if it weren't then either the object will weaken the integrity of the inclined plane, falling through, or the object will bounce upward. Since these forces are equal, they cancel out. What we're left with is the parallel component of the gravitational force. Therefore, the force of the purple vector ought to be equal to the parallel component vector to keep a constant velocity. If there is no initial velocity, the object will stay in place. Frictional forces also contribute to the purple vector. The force due to friction is simply the coefficient of friction times the normal force. This coefficient is often different for static and kinetic objects.