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Page Overview

This design page outlines the specific design details on how an prisoner encounter is played from engaging starting the encounter to completing it.

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Engaging a Prisoner Encounter

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  1. A prisoner encounter is started by approaching

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  1. any captive prisoner visible on the dungeon floor.

  2. The scene will then transition from the dungeon floor view to the prisoner encounter view.

  3. A short animated intro plays of the prisoner pleading for help.

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  1. After the animation plays, the player can start to unbind the prisoner.

Unbinding the Prisoner

  • Unbinding the prisoner is a step by step process.

  • The player selects which body part they want to unbind.

  • The player then selects what action they’d like to take.:

Actions:

Puzzle Unbind

  • A puzzle unbinding is the main form of unbinding

  • It costs a small amount of stamina to do.

  • It contextualizes the unbinding into completing a small puzzle.

  • There’s three results of each puzzle:

    • Failed: The unbinding fails and the stamina cost is spent.

    • Successful: The unbinding succeeds and the bondage is taken off the prisoner. The stamina cost is spent.

    • Perfect: If the puzzle was completed perfectly then the unbinding succeeds and the stamina cost to the player is refunded.

  • An animation plays upon the successful unbinding where that area of bondage is magically removed.

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