Stat Management Mini Game
Fright Night
The idea is that during the night hours you can search through the mansion. However, monsters and terrors are a foot. If you come across a monster, you are transported to a series of halls that you don’t recognize and then proceed to start the chase. To create the chase game I decided you would travel hall to hall, getting prompts along the way kind of like some dungeon crawlers, minus the fighting. Based on what you choose you would gain and lose stats. The goal is to make it to the end of the chase without letting either stat drop below a certain number.
Keep track of 2 stats -
Calming and Evasion
Evasion Stats
When a Monster gets close, you lose Evasion. If you lose too much Evasion the monster has caught you.
Ex: Monster has gotten closer -You lost 1 Evasion
Ex: You choose to stop and catch your breath.-You lost 1 Evasion/ You gained 1 Calming
Ex: You chose to hide. -It worked! You bought yourself some time! +1 Evasion
Calming Stats
When the player gets scared or tired she loses her calming. Calming is in relation to the stress on her heart. Due to her health, if her heart is over stressed she has complications and you lose.
Ex: You choose to stop and catch your breath- You gained 1 Calming
Ex: You check behind you. You seem something! - You lost 1 Calming
Ex: You chose to run ahead as fast as you can!- You lost 1 Calming/ You gained 1 Evasion
Cards
For a while now I have been wanting to use this kind of “emotion cards” in my visual novel game. However, I didn’t have a clear idea going into it. After coming up with the chase game, I thought of a way to use it here.
Whenever you get a prompt to choose something. You would also be able to choose a card, if you owned one. One of the cards is a “Calming Card”. This allow you to calm yourself even if none of the prompt options gave you an option to calm yourself.
I debated if you could buy the cards, earn the cards, or find the cards….still working on that…. I feel like throwing currency into the game may prove complicated for me O_O
Your Prompts
At the beginning of each hall you will be given some choices.
-You can choose to use a card.
-Check your Stats (Maybe)
-Or Move Forward
When you move forward a scenario is given to you. From there you will choose to do one of these choices.
You come across a cluttered storage way. There are chairs, boxes, and other items strewn about.
What do you do?
A- Hide amongst the boxes, in hope of avoiding the monster.
B- Run and try to knock objects in the monster’s way as you pass.
In this scenario if both options “work” then you would either
- Gain 1 evasion and gain 1 calming.
Gain 1 evasion, but 1 lose calming.
However, what you choose is not guaranteed to work and may prove to be bad for you.
Ex. You chose to run and knock over objects.
Oh no! This monster is a ghost, there are no feet to trip!
You lose 1 evasion and 1 calming.
Because the player did not take into consideration what they were running from they ended up making the wrong choice.
Difficulty and Tension
Putting stress on the players is something I've been playing with. I debated putting a timer on choice making (if I can do that). Which would allow me to put a sense of urgency on the player when going through the chase.
I feel for bosses/ challenges I could adjust how many stats were lost and/ or the amount of time need to make a decision in order to up the difficulty.
Or could I use the timer to remove a calming stat progressively the longer it takes the player to make a decision?
Other aspect to Fright Night
I wanted there to be moments when the monster is right there at you.
Ex: The monster has caught up to you! It’s breathing down your neck!
I wasn’t sure if I would use the same prompt system or maybe try to put in a quick timed event…..if that’s possible in VN Maker. Where you have to push a button several times or click a hotspot a certain number of times….I’m not sure what would work better. Perhaps they need to click certain hot spots within a period of time?
FIGHT NIGHT after the win or loss
If you win the fight night I thought it should either put you back where you were before, or put you in a random part of the mansion upon winning. As if you were running and ended up in a new area kind of thing.
If you lose, you would of course get a game over. I don’t want the game to end when you lose though, just simply restart the fight night event over again or you lose your chance to explore the mansion.