diff --git a/hih.md b/hih.md new file mode 100644 index 0000000..314e1a8 --- /dev/null +++ b/hih.md @@ -0,0 +1,170 @@ +Hot in handcuffs +================ + +Preface +------- +What started as an idea for something simple turns out to become a large conversion; +still, if I want this project to ever get somewhere, I should keep it at least +modular, with smaller independent parts having limited scope. + +This project is built around the singular invariant: the player character gets +handcuffed very early in the game and is unable to ever get free. One optional +additional notion would be that the game world climate is on the warmer side. While +not that complex of a premise, this has a lot of implications we will have +to explore and address. + +Tired to death of merry looter-shooter power fantasies, I imagine a very different +game play: a limiting but fair sandbox, proper role-play content, a setting that +makes sense, and a real sense of achievement, should one manages to achieve something. + +Goals +----- +* A novel way to immerse yourself in a post-apocalyptic retro-futuristic fantasy world. +* A lewd mod I myself want to play for extended periods of time. +* A project that's actually doable. + +Non-goals +--------- +* A railroaded cinematographic "experience" for players. +* Support for any platforms other than PC + +Limitations +----------- +* I don't use discord. +* I refuse to touch C++ with a stick of any length. +* I have no experience with 3D, animation or any art at all beyond writing. +* I'm not a native speaker. + +Hard questions +-------------- +We will have to take away many a game mechanic from the player in a game that was +designed around these mechanics. We will have to give something new in return lest +we make a boredom simulator -- I'm ready to develop a boredom simulator, but people +aren't ready to play one. + +No amount of quests or dialogue helps with making a satisfactory sandbox. All quests +end sooner or later, and the game shouldn't end with them. We need a new core +game play loop and ways for people to play out their own stories. What is especially +unhelpful is meaningless busywork that doesn't lead anywhere. "Radiant quests" is a bad +solution to the "endless game" problem. + +If we go "second person" way, how do we avoid repetition in a single player game? +If we go "magic" way, how are we not making it a power fantasy all over again? + +What do we lose? +---------------- +### Mechanics +* Power armor for the player +* Pip-boy + * Stats + * Inventory + * Data + * Map + * Radio + * Vault doors +* Interaction with large amount of world objects + * Terminals (requires separate discussion) + * Traps + * Workbenches +* Picking up and moving objects +* Workshop interface +* Sitting down + +### Systems +* Combat +* Looting +* Using aid items +* Crafting +* Building + +Core game play loop +------------------- +### Open world +We lose all three parts of the vanilla loop, widely summarized as shoot->loot->improve. +While I can imagine some substitutes for that, if replaced directly it would defeat +most of the purpose, setting the player on a familiar hero power fantasy route. We need +something new that lies beyond the "content", as all quests end sooner or later. Having +said that, let's explore said content. + +#### Quests +These go without saying. Repeatable activities tend to get old rather fast though. + +#### Exploration +The intention is to have the world mostly empty of anything that moves, but there is +still room for discovery. Maybe there's a magazine hidden under an odd bed somewhere, +or a holo-tape with a new porn clip for the next time you spend a week behind bars. + +#### Building +It seems reasonable to assign NPCs to slowly convert materials into objects the player +may then place into the world. Scavenger stations may scrap things in an immersive way. + +#### End-game +In a world where nothing re-spawns, there comes a point when it's hard to think of ways +to keep yourself occupied. Not like vanilla can answer this question either, to be fair. +A successful sandbox allows the player to set their own goals in a world where it's +enjoyable to simply walk around. + +We have to come to peace with the notion that all games end at some point because +the player stops playing. + +### Captivity +* Listening to radio +* Watching VotW +* Reading smut +* Smoking on a balcony +* ?AI? +* Chilling in a nice place, watching the world + +Idea dump +========= + +Random +------ +* Corruption over time + * Player + * NPCs + * Settlements + * Factions +* Magic + * Arms behind back -> Picking up and moving objects + * Blindness -> Magic vision + * ?Gag? -> Combat magic + * Bound legs -> Magic jet-pack + * ?Deafness? -> ?Magic hearing? +* https://fallout.fandom.com/wiki/Pommel_horse -> use for lewd purposes + +Vanilla quests +-------------- +### Kid in a Fridge +* Billy is a teenager looking ghoul girl. + +### Confidence Man +* Scarlet turns into a dom and runs the bar, having V.B. sweep instead. + * ?Gunners boot camp? +* Moves in with Travis, who gets to enjoy being her pet from now on. +* Travis never gets the confidence boost. +* Maybe some new radio bits. +* Maybe adds to DC corruption levels. + +Prospect dominants +------------------ +* Duff+1 -> playful and mischievous +* Mysterious stranger -> silent and service +* 81 overseer -> strict and chastity +* ?Kellogg? -> +* ?Curie? -> ?medical? + +Modules +------- +* Clothes gone: replace vanilla clothing with skimpy multi-slot items +* No loot: remove most of containers and loose items +* No ammo: remove most of the ammo and fusion cores from the game, guns from NPCs +* ?: remove items and handcuff PC on startup, set up global variables +* ?: overhaul vanilla quests +* ?: commonwealth ethics committee? +* additional quests + + + + +