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So I'm wondering any idea's of how i can implement this without frustrating the player
So in my game, a mother has to cross a war torn country with her childeren and keep them alive, and part of the way i'm telling this story is through game mechanics
So, I was thinking each night while they move stealthfully around, they also have to find food. They way i thought to implement this is a hunger meter that is filled/depleted based on how the player distributes the food they find. They find food by shining a flashlight on it which makes the event visible. which is risky, because it increases the aggro range of hostiles (there's no combat in this game) Only there's a problem...
While i want food to be scarse enough that sometimes the player has to prioritize the childeren over the mother, i don't want a situation were the player goes sevral "levels" without finding much/any food and the player gets punished for something outside of there control. Any ideas on how to fix this potential problem? I think this mechanic would help immerse the player, but i only want it to be slightly frustrating at worst, else players arn't going to like the game
So in my game, a mother has to cross a war torn country with her childeren and keep them alive, and part of the way i'm telling this story is through game mechanics
So, I was thinking each night while they move stealthfully around, they also have to find food. They way i thought to implement this is a hunger meter that is filled/depleted based on how the player distributes the food they find. They find food by shining a flashlight on it which makes the event visible. which is risky, because it increases the aggro range of hostiles (there's no combat in this game) Only there's a problem...
While i want food to be scarse enough that sometimes the player has to prioritize the childeren over the mother, i don't want a situation were the player goes sevral "levels" without finding much/any food and the player gets punished for something outside of there control. Any ideas on how to fix this potential problem? I think this mechanic would help immerse the player, but i only want it to be slightly frustrating at worst, else players arn't going to like the game
