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Note 1:Each element has it's own numerical value. Once the flowchart is updated, you will be able to look up a number there to quickly see how each element fits into the game.
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Note 2:The "Additional Information" section is for any updates or specific descriptions detailing what is happening in relation to each particular element.
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#ElementDescriptionStatusAdditional Information
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1 - When You Hear The Bell RingThe entire game.Work in progress
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2 - AssetsThe various audio and visual elements that are present in the game.Work in progress
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3. . . . . WritingAny text or speech in the game that will require writing.Work in progress
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4. . . . . . . . . . . . . . DialogueEverything that is said by characters in the game, including The Player, The Coach, and The Referee.Not started yet
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5. . . . . . . . . . . . . . . . . . . . . . . . . . . . SpokenDialogue spoken during the Rounds, by the Referee character .
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6. . . . . . . . . . . . . . . . . . . . . . . . . . . . WrittenDialogue that is displayed as text, primary said by The Player and The Coach.
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7. . . . . . . . . . . . . . Menu TextText that displays any information regarding the competition, such as schemes, research, events that occur during the Rounds, etc.Work in progress
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8. . . . . Voice ActingThe actual voice recordings for the Referee character.Not started yet
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9. . . . . Sound EffectsAll of the sounds that play during the game, including crowd noises, gunfire, breathing, etc.
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10. . . . . Menu Artwork & LayoutAny visual imagery or menus that are displayed on-screen.Work in progress
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11 - Arcade ModeThe main game mode in which every major element is randomized.Work in progress
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12. . . . . Gameplay ModesNot started yet
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13. . . . . . . . . . . . . . NormalThis displays any information that has been gathered by the player in an easy-to-understand format, to make everything easier to follow.
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. . . . . . . . . . . . . . EasyThis not only displays any information that the player has gathered, it also automatically makes educated guesses about what other attributes the opponents may have, based on the the information that you already have.
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14. . . . . . . . . . . . . . HardcoreNo information is displayed on-screen, and the player is expected to keep track of everything they have been told.
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15. . . . . Number of OpponentsImplimented
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16. . . . . . . . . . . . . . Five
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17. . . . . . . . . . . . . . Eight
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18. . . . . . . . . . . . . . Eleven
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19. . . . . . . . . . . . . . EndlessThe player competes against five opponents, but every time that an opponent is eliminated, another new opponent with entirely different attributes shows up to take his place. The only way for the competition to end is for the player to die or withdraw.Not started yet
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20. . . . . . . . . . . . . . SpectatorThe competition is composed entirely out of NPCs and the player would be an audience member who is gambling on the outcome of the competition.
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21. . . . . Opponent AttributesWork in progress
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22. . . . . . . . . . . . . . PersonalityEach opponent is given a personality trait that helps determine their behavior.Work in progress80%, just need to create custom personalities, 1 for each class. 3 rely on family.
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23. . . . . . . . . . . . . . LuckEach opponent is given a numerical score between 1 and 5 that determines how likely they are to receive a loaded pistol.Work in progresshave not tried new formula idea yet
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24. . . . . . . . . . . . . . BackgroundEach player is given a background that determines several factors. This background is composed of a Family and History section.Work in progress
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25. . . . . . . . . . . . . . . . . . . . . . . . . . . . FamilyThis section displays what living family the player has. This influences how easily they can be threatened.Work in progress
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26. . . . . . . . . . . . . . . . . . . . . . . . . . . . HistoryThis section lays out the parameters of what Personality traits and Luck scores the opponent will have. As such, it can be used to make educated guesses about those values.Implementeddone, just need to add custom personalities when created
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27. . . . . Opponent ScoresThese are hidden scores, not normally accessible to the player, which will determine how the opponents will react in any given situation. These scores change based on a variety of different attributes.Work in Progress
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28. . . . . . . . . . . . . . Opinion ScoreThis represents the opinion that an opponent has towards the other players in the game. Each player has an opinion of every other player in the competition.Work in Progresspartial: TODO is opinion modifications based on follow-through, which is not relevant until opponent schemes are implemented, all else done
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29. . . . . . . . . . . . . . Scheming scoreThis repesents the chance that, in a given round, this opponent will offer a scheme to one of the other players.Work in Progressformula for calc is finished, but implementation is not
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30. . . . . . . . . . . . . . Withdraw ScoreThis represents the chance that, in a given round, this opponent will drop out of the competition.Implemented
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31. . . . . . . . . . . . . . Agreement ScoreThis represents the chance that this opponent will agree to aid in one of your schemes, when offered.Implemented
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32. . . . . . . . . . . . . . Reliability ScoreThis represents the chance that an opponent will follow through with your schemes, once they have agreed.Implemented
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33. . . . . . . . . . . . . . Threaten ScoreThis represents the chance that you have to sucessfully threaten another player.Work in Progressset up core function, but is calc based on family stuff
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34. . . . . . . . . . . . . . Bribery ScoreThis represents how much money it takes to successfully bribe another player.Implemented
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35. . . . . IntermissionThe part of gameplay in which players and NPCs conduct research and schemes in an effort to increase their odds of winning.Work in progress61
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36. . . . . . . . . . . . . . Minutes System"Minutes" behave like "Action Points" do in other turn-based games. Every Action requires a certain amount of Minutes to perform. And when you run out of minutes, you cannot perform anymore actions.Not started yet62
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37. . . . . . . . . . . . . . Player ActionsWork in progress63
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38. . . . . . . . . . . . . . . . . . . . . . . . . . . . SchemesContacting other players to form agreements to cooperate with one another.Implemented64
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39. . . . . . . . . . . . . . . . . . . . . . . . . . . . ResearchResearching the different attributes of the opponents.Implementedexcept everyone's opinions... see comment65
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40. . . . . . . . . . . . . . . . . . . . . . . . . . . . ReactionsIf an opponent rejects one of your schemes, you can offer them money or threaten them.Work in progressbribe implemented, threaten requires family info66
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41. . . . . . . . . . . . . . NPC ActionsNot started yet67
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42. . . . . . . . . . . . . . . . . . . . . . . . . . . . SchemesYour opponents can only perform one type of scheme: making an arrangement with another player that they will both aim at the same opponent.Not started yet68
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43. . . . . . . . . . . . . . . . . . . . . . . . . . . . ReactionsYour opponents can only perform one reaction: attempting to bribe you.Work in progress69
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44. . . . . RoundThe primary focus of the competition, in which players are eliminated.Work in progress71
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45. . . . . . . . . . . . . . Turn OrderThe order in which players take their turn to fire is randomized in each round.Implimented72
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46. . . . . . . . . . . . . . AimingWork in progress73
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47. . . . . . . . . . . . . . . . . . . . . . . . . . . . PlayerImplimented74
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48. . . . . . . . . . . . . . . . . . . . . . . . . . . . OpponentsWho an opponent aims at is influenced by their Opinion score and any schemes they have agreed to.Work in progress75
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49. . . . . . . . . . . . . . WithdrawingImplemented76
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50. . . . . . . . . . . . . . . . . . . . . . . . . . . . Player77
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51. . . . . . . . . . . . . . . . . . . . . . . . . . . . OpponentsHow likely an opponent is to withdraw is based on their Withdraw Score and certain Personality Traits.Implimented78
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52. . . . . . . . . . . . . . RewardsAt certain points in the competition, you are awarded money: after surviving a round, after killing an opponent, and after winning the competition.Implimented79
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53. . . . . EndgameThings that happen after the game ends - when you win, die, or withdraw.Not started yet81
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54. . . . . . . . . . . . . . SavingThe only time when the game can be saved is after the end of the competition, when your various scores and achievements are recorded and saved.82
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55. . . . . . . . . . . . . . ScoresThese are a record of various significant high and low scores that you have obtained during your competitions.83
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56. . . . . . . . . . . . . . AchievementsThese are a record of various unusual, difficult, or otherwise noteworthy accomplishments you have gotten during your competitions.84
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57 - Story ModeThe introductory game mode which tells a mostly static story in an effort to introduce the basic concepts of the game to the player.Not started yet
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58. . . . . Writing
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59. . . . . Programming
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