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quintus, 03/28/2021 03:22 PM

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# Game Mechanics
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This document outlines the game mechanics.
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## 2-player system
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The game can be played with either one or two players on a single
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computer (no network computing; this would be too complex to
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implement). Each player receives its own view of the world, but the
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make progress they have to work together.
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Below, specificalities of 2-player mode are mentioned where appropriate.
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## Camera
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The camera will be hooked up above and behind the player. By pressing
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a button, the player can switch to first-person view.
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### 2-player mode
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In two-player mode, each player receives its own camera and window. If
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a machine has two monitors, it should be possible increase both
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windows to full size, each on one monitor. Each player's
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camera-related actions only relate to his own window.
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Cinematic scenes are always shown on both windows. If text is shown in
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such scenes, both players have to press the "accept" button for it to
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vanish, which is indicated with colours at the bottom of each text
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box.
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## Steering
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The game is to be played with a game pad. In single-player mode, the
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player can choose which character to play (Freya or Benjamin) and
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change at any time. The other one is taken over by a very simple
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algorithm which works as follows. On switch, the player chooses one of
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two options: standstill (1) or follow (2). In standstill mode, the
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character simply stands still. If a monster approaches, it will defend
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with a simple algorithm, but the player is alerted in some way so he
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can switch back; normally, monsters should ignore the standing
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character. In follow mode, the character follows the player's
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character simply by going the closest way towards him. If the distance
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between the two characters gets too high, the algorithmically steered
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character shouts and switches to standstill mode. If the player climbs
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up platform or does similar difficult things, the other character
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immediately enters standstill mode. Switching characters should come
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with some nice animation and sound.
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Both characters always have to be on the same map (except where
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divided for story reasons). To leave a map, in single-player mode it
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is sufficient if the only player moves to a teleportation point; the
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other character is warped right behind the camera and then also moves
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through the teleportation point.
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### 2-player mode
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In 2-player mode, each player simply plays one character. To leave a
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map, both characters need to enter the same teleportation point.
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## World Navigation
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There is no world map. All areas are connected directly as only this
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generates the necessary feeling for the covered distances in the
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world. Without this, there would be no use for the Mail system.
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The typical overworld area should be rather small, so that a feeling
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of many and different areas arises (contrast this with the quite
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boring central Hyrule Field in Zelda's OoT). The world is not to be
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constructed in a star form (again, see OoT, where everyhing emerges
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from Hyrule Field), but in a more organic mannor with multiple
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possibilities to go to places (within story bounds).
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In a 2D world, implementing this is easy because one can easily make a
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screen identical with a map. This is more complicated in a 3D world,
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because the player may at any time enter first-person view and look
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into the distance horizontally, which makes it impossible to use
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camera bounds for map bounds. Instead, different concepts need to be
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used. The basic idea should be to load adjascent maps once the player
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approaches a teleportation point, but keep the map freezed until it is
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actually entered. That should make it possible to implement a
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reasonably smooth switch between overworld maps. Combined with
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distance fog it should be possible convey an impression of an organic
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world.
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As for the actual map design there should be plenty of inspiration
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available in real-world places.
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## Time system
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The game has its own time flow which is decoupled from the PC clock. A day in the game world lasts significantly shorter than in real time. For comparison, OoT's days lasted 2:30 minutes (nights 1:30 minutes), MM's days and nights were each 10 minutes long. OoT's variant is probably too short, but it should be bearable for the player to wait until night approaches during a single playing. The time's velocity should be chosen in such a way that travelling between the larger cities
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takes several days.
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On day/night switch on the overworld a standstill picture of the sun is shown while some sound is played; for morning dawn the new day's date can be shown as well. This little trick allows to exchange NPCs and other elements on a map without  he burden of having to animate their coming and going. In areas where this is not important (most notably dungeons) a simple message can be printed onto the screen on
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day/night switch.
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## Inventory and Equipment
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### Restrictions on equipment carrying; Mail system
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It is not possible to always carry around all equipment items. The
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player has to plan forward, namely for dungeons. Equipment can be left
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in taverns or similar places, where it can later be retrieved to
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exchange the inventory.
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Since the world has a certain size, it is annoying to travel large
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distances just to retrieve equipment left in an entirely different
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place. Maybe one even forgot where it was stored! The Mail system
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comes to the rescue. In any Mail Office one can request the items to
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be send here. Thanks to a well-engineered horse relay station system,
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all ordered equipment will always be available at the post office on
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the next day to retrieve.
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## NPCs
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### 2-player mode
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TODO: Define how text-based talking works in 2-player mode. Maybe
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display other user's text at the edge of the window?