Sunday, December 15, 2013

Chapter 10 Adams Questions

1. In Khonsi: The Search for Hydra, the entities will be the weapons and armors that each character can use. The resources are money [in Dollars US] and energy ammo dumps. There will also be additional resources which the player can unlock (i.e. solving a puzzle) such as weapons and game bonuses. There are no "mass noun" objects.

2. The unique entities are the playable characters Adi and Chaya as well as the NPCs in the game.

3. All playable characters compose other "entities" because they are uniquely armed for battle. Our characters have different distinct dialog choices which function as assets for the player.

4. Our attributes would be the experience points "xp" that each character has and that can be quantified. The color of the character's clothing would be an attribute that is characterized as symbolic.

5. All entities are presumed tangible. The money and ammo resources are tangible and the level of charm or renegade is considered intangible (because they open up dialog and interaction options). Energy fields could be classified as having a state change from intangible to tangible entity by enabling special powers.

6. Adi has the task of negotiating entry points for Chaya to gain access to key resources. The two characters can "level up" by defeating enemies and solving puzzles. Leveling up allows the characters to absorb more energy before needing to pick up energy shields. It also enhances their power skill set. A black hole has the mechanics that are connected by themselves because it sucks in spacecraft without intervention by any player actions.

7. There is a global mechanic that takes the player from action to dialog. But we do not know what that is yet.

8. The resources enter at the source of conflict when the player has extinguished a hostile enemy, that player assumes the enemy's resources (picks up a gun, ammo, money, ...). The player may also obtain resources at a store selling weapons (Target for weapons). The production rate is controlled entirely by completing challenges.

9. The characters will not go to a drain. They may only be disabled or "taken out of action". The disabling of an entity is temporary but requires a large resource to enable again. The drain for money is the store where assets are purchased. The drain for ammo is into walls, or enemy shields, of course.

10. You can convert resources back to cash at a greatly reduced rate because the store needs to make money. Trading vehicles for cash is done so at certain stores but not at others. Larger vehicles can provide a feedback mechanism because you can now transport heavier weapons to deal more damage and take out larger bosses to accumulate more wealth (a positive feedback loop). If you exhaust all resources, you can break out of deadlock, but it will be slow and relatively hard.

11. There is no such equilibrium because nothing equalizes in the game. Enemies keep getting harder to beat as you progress, so the rate that you gain money helps a little.

12. The active challenges are the shooting of hostile enemies and hacking a computer system by solving a puzzle. The screen will inform the player once a challenge has been successfully completed or if failure has occurred. No other special mechanics are required.

13. The core mechanics allow the player to choose the dialog choice that she sees fitting for the conversation. This is accomplished through button clicks or slider drags.

14. The nonplayer characters are positioned by the AI according to their importance. Important characters are found at large, easy to spot compounds, whereas less crucial ones are scattered throughout the playfield. Their behavior is determined by their own paragon or renegade score chosen at random by the AI.

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