PekkaK
Heaviest Matter
- Joined
- Sep 2, 2013
- Messages
- 255
This game could be an AoD killer. What do you guys think?
Probably not. AoD and Prisonscape are completely different games and AoD has the RPG element on whole different level. I'm not saying that PS is a bad game compared to AoD, they are just different. AoD has been in development since 2004, PS was started in November 2012 and we are planning on releasing this year, so the scale of the game won't be anything similar to AoD. Statistics, skills and previous choices affect dialogue options, dialogue options affect the outcome and going into fights should be considered carefully as they affect the prison environment and social interaction quite heavily. I'd say those are the only similarities between the two games.
Have you considered a less explicit alert level? As in, no GTA style lights or anything, but some comment by some inmate when you ask him how things are, e.g.-
Player: How're things?
With possible responses being-
Convict: Things are quiet.
Convict: A beat up here or there, same old.
Convict: Things aren't looking good. The guards're getting jumpy.
etc.
The reason why we consider using the visible alert levels is that since the player actually lives in the prison, he is quite aware how alert the guards are. For the same reason we show health, sanity, reputation, etc. These are values which the player is aware of. Putting all this in NPC dialogue would bloat the dialogue trees too much (in my opinion).
Are there going to be drug lines in the prison?
The warden has no interest in any of that - prison is supposed to be a form of punishment for your crimes, not place where you get drugs for free.