The Truth
【Three Functions】
1. AddItem(string itemName):
Purpose: Adds a new item to the inventory if it hasn't been collected yet. It also updates the UI to reflect the addition of the item.
How it works: The function checks if the item is already collected. If not, it finds the first inactive bag space, activates it, sets its label to the item's name, by the way the bag space is made of buttons so it could lead quick access for the item.
2. UnlockArea(string areaName):
Purpose: Unlocks new game areas that players can access.
How it works: So player starts in bedroom, bedroom do not need to be unlocked, but other areas like living room or bathroom, players need keys to unlock.This function adds the area name to the unlockedAreas set if it's not already unlocked and if the area is defined in the game's area responses,player can later use the corresponding button to “go into the bathroom or out back in bedroom.”
3. RestartGame():
Purpose: Resets the game.
How it works: This function resets the game's time scale to normal and reloads the current game scene, start the game over from the beginning.
Describe which function used parameters:
GetResponse(string input) uses a parameter (input) to dynamically determine which actions players try to perform and respond accordingly. It uses this parameter to access dictionaries that give player inputs the crossbonding narrative responses and game mechanics, such as unlocking doors or accessing new information.
Describe which function used a return value:
GetResponse(string input) returns a string that is either a direct narrative response i wrote based on the player's actions or a system message (for instance if this item can only be accessed if a prior item has ben entered). I was using it for updating the UI and informing the player partly about the outcomes of their actions.
Feedback Mechanisms: The game utilizes multiple game over panels (gameOverPanel, gameOverPanel2, gameOverPanel3) to provide differentiated endings, the game now is only in it’s first stage, there will be much more endings unlocked later. This helps in communicating the consequences of the player's discovery in a tangible way(especially player is not giving a choice but having a input system for discovery) might in someway enhance player engagement.
Interactive design: I put a lot effort into interactive design, particularly in how areas unlock and how player inputs are processed. I was trying to write as much as I could, every time when I playtest and Iook at the input system and start thinking, well what are the most common and uncommon answers players could enter? At last I was trying to write all the response I could think of for bedroom (even with the things that are not important for promoting the game going.) I prepared 33 different answers for just bedroom. I wish I could polish more in the future.
MY GITLink: Crystaleech/MyWordsAdventure: Word Adventure Game (github.com)
Status | Released |
Platforms | HTML5 |
Author | Crystaleech |
Made with | Unity |