Blog Post 5

Task one)

Find / save your family

 

Explore around
Get past Guard

 

Bribe him Persuade him Kill him
Steal from the people. Earn the Money from other people Help him out with a problem Find a weapon Make the people turn on him
 

Fetch something of value

 

Explore around
Find your family

For the prototype, this one of the challenges that we have discussed that might be used in our games. It tries to offer the player multiple ways to get around an obstacle depending on your morals as a person. Some options may be easier than others but in the full game, these decisions would punish the player for wrongful actions.

Task two)

Getting past the guard:

The player has the choices of:

  • Persuading him
  • Bribery
  • Distracting him
  • Murdering him

Majority of these choices will be conveyed but a speech / action popup, highlighting what the character can do with the person they are interacting with.

If the player decides to try and persuade the guard, they will have successfully choose the right dialogue prompts to convince him to let you through. If the player gets them wrong, after a few tries it doesn’t become an option any more. To bribe the guard, the player would have to explore around the map and find some money to give him. Once some money is found, a dialogue prompt will allow the player to give it to him. To distract the guard, the player will have to explore the map and find something that might interest the guard, luring him away. To murder the guard, the player would have to find or obtain a weapon from around the environment which unlocks a prompt.

Once one choice has been made, the other options become locked off. Unable to redo them unless playing the game over.

As part of the choices, if the player decides to do something cruel or evil, the other characters will take notice of this. If throughout the game the player consistently does these kind of actions, some dialog options or actions become locked off.

Survival:

The player has the choices of:

  • Get people to help you
  • Force people to help you
  • Blame other people
  • Don’t talk to people

Majority of these choices will be conveyed but a speech / action popup, highlighting what the character can do with the person they are interacting with. Some things, if done around the environment, can lead to a chain of events that happens around the player.

Some of these choices can be accomplished simply by talking to the people around the player, choosing certain dialogue prompts. Others can be accomplished by picking up certain items and giving them to people, causing certain events to take place or extra dialogue options. When enough of these are done, the world around the player will change and new areas will become unlocked.

Once one choice has been made, the other options become locked off. Unable to redo them unless playing the game over.

As part of the choices, if the player decides to do something cruel or evil, the other characters will take notice of this. If throughout the game the player consistently does these kind of actions, some dialog options or actions become locked off. If the player doesn’t talk to others, others will be less likely to help you when you need them further on.

Task 3)

As the text can be hard to read, this is what it says:

  1. Guard in the way
  2. Persuade the guard, letting you pass
  3. Find some money and bribe the guard
  4. Find a way to distract the guard
  5. Find a weapon and murder the guard.

There are many choices that can be made through out the game, however, seeing as we are making a prototype, it won’t have as many choices as the full game. The team and I will decide on the major ones that we want to focus on so that our player experience goals come through.

 

 

 

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