Game Scene Settings
Here are some examples:
Scene Names
Hall
Library
Basement
Garden
Master Bedroom
Scene Descriptions
Each scene description should contain specific details and rules. For example:
Hall: A spacious hall adorned with ancient paintings, with a worn-out carpet on the floor. Players can find a hidden staircase here.
Basement: A dark, damp basement filled with old furniture and clutter, with a musty smell in the air. There is a locked chest here, and players need to find the key to open it.
Numerical Trigger Rules
Each scene should include specific numerical trigger rules to ensure game progression and logic. For example:
If health is below 20, players will encounter additional enemies upon entering the basement.
If progress is above 50, players can find a useful book in the library that increases the progress value by 20 points.
Scene Types
First chapter
First chapter is the opening of the game, containing the story's beginning and player choices. For example:
Story Start:
The player has just entered the manor, it's late, and the surroundings are silent. Suddenly, the door closes behind them. The player needs to find the exit of the manor and uncover its secrets.
Player Choices:
Explore the hall
Go to the library
Check the basement entrance
Process Chapters
Process chapters contain various events and puzzles in the game. The order of these chapters can vary based on player choices.
Final Chapter
The final chapter is the game's conclusion, containing the goal and logic. For example:
Numerical Trigger Rules:
If health is 0, the player dies, and the game ends.
If progress reaches 100, the player successfully uncovers the manor's secret, and the game is won.
If fear reaches 100, the player loses their sanity due to excessive fear, and the game is lost.
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