Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
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http://bluebottlegames.com/content/career-history
http://bluebottlegames.com/content/your-first-ship
Career History
dcfedor
onMarch 14, 2018
Hey Folks! Working on the next character creation UI today: career history.
The top-down sprite for this was a yellow kiosk/counter, as I was sort of picturing a job board of some kind. However, after a bit more perusing for ideas, I saw an image of a "build-a-resume" kiosk at an employment office, and thought that sounded more appropriate. So I set about creating a kiosk screen for compiling the player's career history, in the most utilitarian, boring government UI way possible
The rough workflow will look something like this:
Career-ending events mainly include obtaining a starting ship, which basically signifies how the player got started as a captain. The probability of this will depend on the career chosen, but will likely increase each new career, to ensure all players end up with a ship eventually. (Each starting location has a maximum age, given the colony's founding date. So I can probably scale chances of getting a ship to always reach 100% by that maximum age.)
- Access kiosk from map.
- Kiosk asks for player name. Simple text box and submit button.
- Kiosk shows list of careers player can choose from (seen above). Available careers depend on player's stats, starting location, and prior career choices. So not all careers are available at all times. (E.g. can only take Doctor after med school).
- Clicking a career shows more detail about it.
- If the player can choose this career, they are presented with a list of skills they can choose.
- After the player chooses their skills, they "submit" their choice and see if any special events happen. (E.g. family death, accident, windfall, special contacts, friends, or enemies, etc.)
- The career choice is added to the "Resume History" sidebar.
- If the player can choose another career, return to step 3.
- Otherwise, the career path ends, and the player moves on to another kiosk to continue character generation.
I wouldn't mind experimenting with career-ending death, too, as that was sort of a neat feature of the Traveller RPG. But I'll have to see if that's fun or just annoying, and is secondary to the ship-based end above.
Also, I've setup the "Resume History" sidebar with "Edit" buttons in case the player wants to go back and change their choices. I'm guessing this is going to be necessary, though it might be weird to combine this with the death outcome I mention above. Also, it might be interesting to experiment here with "perma-choice," as it sort of transforms the experience into a choose-your-own-adventure. But again, this all requires testing to see.
Ultimately, the desired outcome here is to spool-up a history for the player. Some idea of who they are, what they've done, who they've pissed-off vs. befriended, and using that info in-game later to create procedural events and goals.
http://bluebottlegames.com/content/your-first-ship
Your First Ship
dcfedor
onMarch 15, 2018
Hey Folks! More work on the career history UI today. I've nearly got the structure in place, enough for a first draft anyway. And I hope to get it live with data soon.
In today's screenshot, you can see two important screens from the process: the career details choice page, and the career detail results page.
Once you choose a potential career from yesterday's screenshot, you're taken to the choice page above. And there, you can learn more about the career in question. What are the requirements to join? How many skills can you choose? And which ones are available? You'll also be able to choose secondary activities (a.k.a. hobbies), and see which credentials the career imparts (e.g. "diploma").
Assuming you pass the requirements, you can then choose skills from the list, and either cancel (returning to the career list), or confirm. Confirming locks that career choice into your history, and then shows the detail results page, seen at the bottom of today's screenshot.
The detail results page is two things. First, it's a summary of what you chose. No real surprises there.
Second, it shows special events that happen during that career. When you "confirm" your selections in the top screen, the game "rolls" for random events relevant to that career. You might have a windfall, accident, make a friend, enemy, or even find a ship.
In this case, the screen says we caused someone to die through our action or inaction. We're a shipbreaker, so maybe we failed to rescue a colleague from a collapsing ship wreck. Or maybe one of our tools went astray and ruptured their suit. Whatever the case, someone died because of us.
We also see we gained an enemy. Chang, a civil pilot from K-Leg (where we are a shipbreaker). Perhaps it was Chang's buddy that died in the accident? Or worse, his family? Whatever the case, he hates us now. And not just "I don't like this guy," but he's a sworn enemy. Probably planning vengeance or tracking us.
And then there's the third event, and this is a very special one. We found a ship. And Not just any ship, but something we think we can use. As a shipbreaker, we see a lot of hulks dragged in to be broken down. But on rare occasions, someone drags in a hulk that isn't exactly junk. In fact, it might even be spaceworthy. With some elbow grease and "borrowed" parts from elsewhere in the yard.
And that's where we get a special choice. We can seize the opportunity, or ignore it.
If we choose to ignore it, we simply get back to our job, and take another career to see what else happens. But if we take the ship, our career ends here. This is where our backstory ends, and our "now" story begins. We can walk through the airlock, and we'll proceed to some UI where we either choose a ship from a list, or build it in the editor, and choose that.
And when that's finished, we begin the game! Likely alone, sitting inside an empty ship. Floating in whichever junkyard we chose in character creation. And potentially, with an enemy (Chang) hot on our heels. And in this case, we'll probably gain yet another enemy (K-Leg Harbormaster) when we fire-up the thruster and take-off with the junkyard's property. The junker might not be worth hunting you directly, but he'll have eyes and ears out for you around the System. Another enemy at K-Leg.
Still several details to be worked out here, but hopefully that gives you a slightly better idea of how things will work. You now have a backstory to shape who knows you and where in the System, and probably some things you want to take care of right away.