The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
Legacy:Solid Snake/DesignDocument Betrayl
Contents
Introduction[edit]
Betrayl is a mod where it pits the individual players wits against each other, while forcing a kind of temporary alliances that seen in the common 'Survivor' type series. Currently, I am still stuck on how to implement the random room generation as such, so until this is sorted out, I can't actually start work on this sadly. This is based of a board game called 'Betrayl on the haunted hill' created by Avalon Hill.
Game type[edit]
The general gist of the game is that the players are a group or paranormal agents sent out to investigate a haunted house in the outskirts of some rural town. The whole town knows that strange things occur at the house and do their best to avoid dealings with it. It is set in around the 1950's. Players must investigate the house to find what it is that makes this house haunted. Each room of the house contains one of three possible actions.
- Event
- A strange event occurs which may either reward/punish a player.
- Item
- An item in in the room, waiting to be found in the room by the player.
- Curse
- A curse is in the room. If the player fails to defend against the curse, a curse begins.
The game is split up into two sections which are played slightly differently from each other. For simplicity sake, the document will refer to them as A and B.
A[edit]
This portion of the game is where the curse has not started yet. At this stage players are free to explore the mansion finding items which may aid them, or coming across events. At this stage in time, players create 'friendships' between each other as such or temporary alliances.
B[edit]
This portion of the game is where the curse has started. At least one of the players has become the betrayer, and the other players must stop the curse. Killing the betrayer won't finish the game (unless if the curse directly effects the betrayer) and only stopping the curse will end the game. There are three possible outcomes to a game, in that the betrayer wins, the players win or the server wins. The server wins when the curse is not betrayer dependent and kills all the players off.