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Nested scenarios as hermetic puzzle rooms/dungeons #1352

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kostmo opened this issue Jun 27, 2023 · 1 comment
Open

Nested scenarios as hermetic puzzle rooms/dungeons #1352

kostmo opened this issue Jun 27, 2023 · 1 comment
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C-Project A larger project, more suitable for experienced contributors. G-Design An issue having to do with game design. G-Scenarios An issue having to do with scenario design, the way scenarios are described and loaded, etc. S-Nice to have The bug fix or feature would be nice but doesn't currently have much negative impact. Z-Feature A new feature to be added to the game.

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@kostmo
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kostmo commented Jun 27, 2023

We are amassing a collection of disjointed Scenarios that are accessible from the toplevel game menu UI. For its part, this UI does facilitate a sense of "progression" and grouping by theme.

However, it would achieve a greater sense of immersion to embed self-contained scenarios as a sort of "dungeon" or "minigame" within a larger overworld. We could design scenario files to be composible with one file referencing another as a "child".

It raises a number of design questions:

  • Are sub-scenarios conceptually orthogonal to sub-worlds (Sub-worlds #144)?
  • Puzzles are often designed around some constraint on available devices/entities. What mechanism(s) can be used to restrict the player's devices after having accumulated them in the overworld?
    • Can the player take control (including piloting it directly with a keyboard) of some device-constrained robot other than base to play the minigame? C.f. the view command, which allows inventory inspection of other robots but not piloting.
    • Can a system robot "steal" devices from the player, to be returned upon exiting the minigame?
    • Alternatively, we could forego the idea of constraining device availability altogether and just design minigames/dungeons within a particular world to have a certain visitation order by unlocking each other
  • Aside from constraining available devices, there is a performance advantage to excluding computation of any ambient content of the overworld while participating in the mingame.
  • How should the completion of a minigame be reflected in the overworld?
    • Should the player be able to keep any items obtained in the game?
    • Can the "objectives" of a sub-scenario be grafted on to the objectives tree of the overworld?
  • Can nesting of scenarios be arbitrarily deep, or should it be restricted to one level (a la dungeons in Legend of Zelda)?
  • What should the file format look like?
@kostmo kostmo added Z-Feature A new feature to be added to the game. G-Design An issue having to do with game design. labels Jun 27, 2023
@byorgey byorgey added G-Scenarios An issue having to do with scenario design, the way scenarios are described and loaded, etc. C-Project A larger project, more suitable for experienced contributors. S-Nice to have The bug fix or feature would be nice but doesn't currently have much negative impact. labels Jun 12, 2024
@kostmo
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kostmo commented Sep 19, 2024

This idea of hermetic puzzle rooms is conceptually related to the smaller-scale idea of algorithmically-solvable door locks described in #1591 (comment)

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Labels
C-Project A larger project, more suitable for experienced contributors. G-Design An issue having to do with game design. G-Scenarios An issue having to do with scenario design, the way scenarios are described and loaded, etc. S-Nice to have The bug fix or feature would be nice but doesn't currently have much negative impact. Z-Feature A new feature to be added to the game.
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