Ah yeah.
I've done planning the system of negotiate (name not final, I call it 文字交鋒 in my note, what translate as conflict inside conversation), to replace the real-time clicking mechanism.
Now the whole run through will be like this:
Choose your case -> Investigate (taking photos, talk to people, collect topics) -> Do important conversation with key character(s) (negotiate , open up some fun content) -> Sum up your choice to ripple back to the world (not a whole world but will affect some characters react to you)
Negotiate mechanism (former real-time clicking mechanism):
Negotiate will consist of one or more topics, the characters will go through the topics one follow another.
- You got some keywords about the topic to represent what you know, the character you're talking to got some keywords about what he/she/it states is true. The keyword has statues will affect the detective at the end of the current topic.(keywords are like the words on screen on the demo)
- You can alter the statues sum of the topic by using relevant keyword against keyword, changing topic, pick up new keyword.
- At the end of the topic, will sum up and affect the detective's statues.
The statues will update what you can choose on next topic.
I was doing world building last month. The whole vibe will feels more like a not-horror vibe. I hope who play it get where the vibe from but also knowing it's not survival focus.
The main narrative will advance by finishing cases.
And then this month is dedicated for my boss on not-this-game thing.
Next month will do more. :)