Sunday, December 15, 2013
Trap Machinations
Noise source dispatches noise to the detectors. The detectors decide based on probability of the routes, which pool to send the noise resource to. If the central pool has greater than 20 points and the alarm has greater than 15 points, then the internal gate will be enabled (dice with the asterisk). This internal gate will send a point to lock a door when the roll is a 1. If the number of doors locked equals 6, then the character is trapped and the scene ends. The player needs to click on the two sinks (when activated) to empty the two pools to keep the internal gate from "rolling". If enough time passes, the doors locked pool will empty one point to an automatic sink.
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