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