Drunkenness feature
4 posters
Page 1 of 1
Drunkenness feature
I have an idea for a drunkenness level.
Some situations or puzzles call for you to drink, and may improve the party, but if you get too drunk, you pass out and can't take part in the sleepover any more.
Also, how drunk you are might affect how you can tackle a situation.
Eg. You have to clear a specific room of orcs before you can use it, and are tasked with finding a way to destroy them.
>Invite orcs to party
You are so not brave enough to invite the orcs to the sleepover.
>Drink Whiskey
You down the bottle of Crab Daniels.
Your drunkenness has increased. You begin to sway.
>Invite orcs
(successful message, party improves due to orcs AND room usable. better score.)
Since the example I threw together improves your situation more than the stated objective, it could have the drawback of needing to drink later on to complete another task, which may mean that a high score after inviting the orcs instead of killing them is impossible until you can get an energy drink.
There are a few parts there that could work independently of each other, too.
Win/fail?
Some situations or puzzles call for you to drink, and may improve the party, but if you get too drunk, you pass out and can't take part in the sleepover any more.
Also, how drunk you are might affect how you can tackle a situation.
Eg. You have to clear a specific room of orcs before you can use it, and are tasked with finding a way to destroy them.
>Invite orcs to party
You are so not brave enough to invite the orcs to the sleepover.
>Drink Whiskey
You down the bottle of Crab Daniels.
Your drunkenness has increased. You begin to sway.
>Invite orcs
(successful message, party improves due to orcs AND room usable. better score.)
Since the example I threw together improves your situation more than the stated objective, it could have the drawback of needing to drink later on to complete another task, which may mean that a high score after inviting the orcs instead of killing them is impossible until you can get an energy drink.
There are a few parts there that could work independently of each other, too.
Win/fail?
God- Crab
- Posts : 34
Join date : 2010-02-08
Re: Drunkenness feature
Genius.God wrote:Crab Daniels
I like the idea of having to be varying levels of drunkeness/soberness to complete puzzles, and drinking too much leads to waking up and missing everything (game over). You could use coffee or something to sober you up, or perhaps you could cook a huge fucking meal and eat it. I like the idea that you would need to gather ingredients, and then light the stove/power the coffee machine somehow etc.
Zaphod Beeblebrox- Crab
- Posts : 35
Join date : 2010-02-08
Re: Drunkenness feature
That's a neat idea. It might be a factor of combinatorial explosion but we'll probably find a workaround for that.
Re: Drunkenness feature
What's your main concern with this?Orteil wrote:combinatorial explosion
Zaphod Beeblebrox- Crab
- Posts : 35
Join date : 2010-02-08
Re: Drunkenness feature
Zaphod Beeblebrox wrote:What's your main concern with this?Orteil wrote:combinatorial explosion
Each action/interaction/situation might have different outcomes depending on your drunkenness level.
Well then again, who cares about that much accuracy, really ?
Re: Drunkenness feature
[quote="Orteil"]
That's got to be a line in the description of how the player is so fuckdrunk that they can't mix something properly.
Followed by disaster.
Zaphod Beeblebrox wrote:Well then again, who cares about that much accuracy, really ?
That's got to be a line in the description of how the player is so fuckdrunk that they can't mix something properly.
Followed by disaster.
God- Crab
- Posts : 34
Join date : 2010-02-08
Re: Drunkenness feature
Do you think it'd be possible to induce psychedelic effects onscreen when under the influence of something?
Such as changing the background color rapidly in rainbows when high (think 420chan rainbow mode), or perhaps making moving afterimages of text to simulate drunkenness?
The latter would probably be a bitch to implement, but the color changes sound easier to do. Thoughts?
Such as changing the background color rapidly in rainbows when high (think 420chan rainbow mode), or perhaps making moving afterimages of text to simulate drunkenness?
The latter would probably be a bitch to implement, but the color changes sound easier to do. Thoughts?
G- CRAB NICHOLSON
- Posts : 17
Join date : 2010-01-25
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|