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Author Topic: Nightmares  (Read 10923 times)

Dolphin3000

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Nightmares
« on: July 26, 2010, 09:42:13 am »

I think nightmares would be a good feature in the game, to catch the player by surprise.
What I have in mind is:
Supposing "Tiredness" stat (last time I heard of it Zythen wasn't sure if he would implement it or not) or "energy" stat is implemented, and the player let the Principal go to work with a very low energy level. When his energy level reaches a certain low point during the day, the game would activate a nightmare. It would be an event completely alien to the normal game, something like a giant robot would invade one of the classrooms through the wall, students would get hurt, and some options would be given to the Principal. Of course, after a couple of decisions, the Principal would wake up, and realize it was just a nightmare. But the unaware player would have been already shocked by the absurdity of the event.
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Cypress_z

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Re: Nightmares
« Reply #1 on: July 26, 2010, 10:26:03 am »

I don't know whether or not it's feasible for this to be programmed in, but it wouldn't hurt anything for you to write it. That way if there is a way to work it in some time in the future, it'll be already ready to go.
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Alex J.

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Re: Nightmares
« Reply #2 on: July 26, 2010, 09:30:29 pm »

I like the idea and would even like regular "dream events" happening during the transistion phase between days - probably not that intriguing compared to unexpected nightmare horror-events but far easier to implement.

When it comes to nightmares it primarily depends on the decision to include some way to track tiredness - like the mentioned stat; if something along the lines of such a stat is introduced, such nightmares would be possible to add, too.
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Cypress_z

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Re: Nightmares
« Reply #3 on: July 27, 2010, 03:47:50 am »

I would rather it just be activated as a random event, so you don't need another unnecessary stat.

It would be a hell of a lot easier to deal with too.

Not to mention, it would keep the dream sequence from getting predictable.

You go home, finish the day, and have a random chance that the next day starts as a dream sequence. A very low chance, one that might happen roughly once per game.
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Alex J.

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Re: Nightmares
« Reply #4 on: July 27, 2010, 06:19:10 am »

I agree with you on the stat thing. Regarding the chance for a dream happening I'd wait to see how many ideas for dreams there are; but I concur in that a dream happening often (like once or twice every week) generally is not desierable because it would lead to predictable gameplay and would get boring quite fast.
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Dolphin3000

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Re: Nightmares
« Reply #5 on: July 27, 2010, 08:45:13 am »

I think there should be a reason for such a weird thing to happen. I wouldn't like to see it happening randomly, even if just once per game.
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Cypress_z

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Re: Nightmares
« Reply #6 on: July 27, 2010, 09:46:18 am »

I think there should be a reason for such a weird thing to happen. I wouldn't like to see it happening randomly, even if just once per game.

Well go ahead and write up something, and decide on a trigger. Once you do, we'll go over it and figure out what's possible in the game.

It's not like there aren't things to choose from - working with drugs and screwing up, working with hypnosis and screwing up, making a certain choice during the game (where the other option is useless) etc.
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Dolphin3000

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Re: Nightmares
« Reply #7 on: July 28, 2010, 03:43:41 am »

I created two examples here:
http://www.futanaripalace.com/showthread.php?27479-Henthigh-School-2-Beta-Development-Thread&p=579895&viewfull=1#post579895

For me the best trigger would be an extremely tired Principal.
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Cypress_z

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Re: Nightmares
« Reply #8 on: December 21, 2010, 03:59:24 pm »

I strongly believe we should go ahead and implement this into the game.

I've thought about it, and I think the trigger for a nightmare should be low school stats, past a certain time in the game. A nightmare completed successfully will give the Principal a big boost in one stat or another, meaning that its sort of like a "second chance" designed to help you turn things around if the game is going poorly.

Dolphin's ideas are good, and I think we can integrate them with the current game.
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Druid

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Re: Nightmares
« Reply #9 on: December 21, 2010, 09:57:23 pm »

I strongly believe we should go ahead and implement this into the game.

I've thought about it, and I think the trigger for a nightmare should be low school stats, past a certain time in the game. A nightmare completed successfully will give the Principal a big boost in one stat or another, meaning that its sort of like a "second chance" designed to help you turn things around if the game is going poorly.

Dolphin's ideas are good, and I think we can integrate them with the current game.

That's not a bad idea. If you think of it like the Principle getting more and more stressed as that stat drops, it triggers a nightmare. Succesfully completing the nightmare gives him insight in to how to give a boost to that particular stat. (Of course, failing the nightmare would either drop it more or leave it alone)
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