Drunkenness feature

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Drunkenness feature

Post  God on Mon Feb 08, 2010 9:01 am

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?
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Re: Drunkenness feature

Post  Zaphod Beeblebrox on Mon Feb 08, 2010 9:33 am

God wrote:Crab Daniels
Genius.

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.
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Re: Drunkenness feature

Post  Orteil on Mon Feb 08, 2010 1:10 pm

That's a neat idea. It might be a factor of combinatorial explosion but we'll probably find a workaround for that.
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Re: Drunkenness feature

Post  Zaphod Beeblebrox on Mon Feb 08, 2010 6:30 pm

Orteil wrote:combinatorial explosion
What's your main concern with this?
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Re: Drunkenness feature

Post  Orteil on Tue Feb 09, 2010 6:51 pm

Zaphod Beeblebrox wrote:
Orteil wrote:combinatorial explosion
What's your main concern with this?

Each action/interaction/situation might have different outcomes depending on your drunkenness level.
Well then again, who cares about that much accuracy, really ?
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Re: Drunkenness feature

Post  God on Wed Feb 10, 2010 1:55 am

[quote="Orteil"]
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.
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Re: Drunkenness feature

Post  G on Wed Feb 10, 2010 2:09 pm

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?
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Re: Drunkenness feature

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