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notes:comporg:spring2023:gdd [2023/02/25 19:30] – [Sneaking Levels] abarbcalnotes:comporg:spring2023:gdd [2023/02/25 19:33] (current) – [Sneaking Levels] abarbcal
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 The Player has the ability to **equip** one usable item at a time. This overrides the interact functionality of the **interact button**, whatever item is equipped, the Player uses it with the **interact button**. To interact with world objects, **the player must unequip or use the current equipped item**. The Player has the ability to **equip** one usable item at a time. This overrides the interact functionality of the **interact button**, whatever item is equipped, the Player uses it with the **interact button**. To interact with world objects, **the player must unequip or use the current equipped item**.
 +
 +The Player has an **inventory**, accessible via the **inventory button**, that stores all usable items. The Player **equips and unequips** usable items via the **inventory menu**. There is a **limit** on how many items of each type the Player can carry.
 +
 +The **inventory menu** is displayed as slots on the HUD (**TBD**). __The inventory menu must be considered as a quick access to usable items__, and __**must not interrupt the flow of the gameplay**__. To move through the inventory, press `select + A` to scroll the highlighted slot to the left and press `select + B` to scroll the highlighted slot to the right. To equip the highlighted item, press down while on the inventory menu. To unequip the currently equipped item, press down while on the inventory menu.
 +
 +PS Officers follow specific **patrolling paths** and have **fields of vision (FOV)**.
 +• If the Player steps into their FOV, the Officer will start chasing after them. Otherwise, if the Officer cannot detect the Player, then he will continue with his patrol. 
 +• The Player can use Donuts to **distract** PS Officers. If the Officer detects a Donut in his FOV, he abandons his patrol and walks over to the Donut and eat it. Once finished, he returns where **he left off on his patrolling path**.
 +• If the Player is detected by the Officer, the Player still has the chance to outrun the Officer. Once the Officer can no longer see the Player, the Officer will return **exactly** where they left off on their patrol. 
 +• If the Officer catches up to the Player, then the Player taken to the **Confrontation System**.
 +
 +During the **Confrontation System** the Player is confronted by the PS Officers, and the Player's __goal is to talk / argue themselves out of trouble__. However, if the discussion is not looking favorable for the Player, the Player also has the __option to attempt escape__.
 +
 +The **Confrontation System** can be considered as a "battle system", similar to Turn Base battle systems from RPGs. The player has the option to "attack" with dialogue, and depending on the **effectiveness **of the dialogue the Player will either "damage" the Officers or themselves. 
 +
 +This is how the discussions transpire:
 +  * Once the Officer engages the Player, the **argument starts**.
 +  * The Officer **makes a random question or accusation** to the Player.
 +    * The Officer's dialogue is randomly selected from a **predetermined list**.
 +    * The dialogue list is **arranged by difficulty** level. Some Officers have easier dialogue to deal with than others. 
 +  * The dialogue selected for the Officer comes with a **predetermined list of responses** for the Player.
 +  * Each response the Player could make has different **attributes that influence the progression of the argument**.
 +    * Some responses
notes/comporg/spring2023/gdd.1677353432.txt.gz · Last modified: 2023/02/25 19:30 by abarbcal