Sim Elements - Afronomical/Producing-Games-24 GitHub Wiki
Hourly task table
For the purposes of right now, the reward for success is the reward listed in the rage mechanic table, i.e. +2 to sanity.
Task name | Location | Effect | Chance To Happen | Cost of Failure | Extra info |
---|---|---|---|---|---|
Pills | NPC's Bed | You have to give them medicine bottles | 70% | patient loses 2 health | |
Injection | NPC's Bed | You have to give them an injection | 60% | -4 sanity | |
Cardiogram | NPC's Bedside | You have to check the cardiogram | 80% | chance of cardiogram breakage increases 100% | Only triggers if NPC is in bed, can't happen at the same time as update board |
Food | NPC's Bed | You have to get them food from the kitchen | 40% | Chance of patient wandering increases 200%, patient loses 1 health | feeding the patient successfully will bring the chance of that patient wandering down to its default value |
Update Board | End of NPC's Bed | You have to update their board at the end of the bed, recording their state | 80% | -1 sanity, if the patient is the possesed patient, -10 sanity instead | Can't happen at the same time as cardiogram |
Check comfort | NPC's Bed | Check the patient is comfy | 50% | -1 sanity, patient loses 1 health | Ideally this will include voice lines that change with sanity level |
Chance to Happen
Every shift, for each patient you have 2 tasks, from the table. These are the tasks you can find on the checklist. Each patients tasks will be different, i.e no patient could have pills twice, but more than one patient can have pills. The task chance shouldn't change while the game is running.
There are also generic tasks. These are not directily associated with an patient, and as such, it is possible to have no generic tasks, although there is a maximum of 2 generic tasks as well.
Location
Any task that is set to the NPC's bed requires them to be there. If they have wandered off, you have to bring them back before you can complete the tasks. The negative effects of the task still trigger if the patient isn't there.
Random Tasks
Random tasks are not registered on the checklist until you find a signifier of them, at which point the player will add it to the checklist themselves. These tasks can be requests from the patients, or responses to erratic behaviour from them.
Task name | Location | Effect | Chance to happen | Signifiers | Extra info |
---|---|---|---|---|---|
Wandering | Set list of possible locations | The patient is not in bed, but somewhere else, and you have to escort them back | 5% | Finding the patient, or seeing the empty bed | more info in patient table |
Broken Cardiogram | NPC's Bed | The cardiogram needs to be fixed before it will work again. | 5% | In the patients room, there will be no beeping noise, but unless the player interacts with the cardiogram, it won't be registered as a task | If the cardiogram isn't working, there will be no alert given for heart attacks, or flatlines |
Demon kills | NPC's Bed | when the player gets caught by a demon and or at the beginning of the hours a patient is killed in their bed | 100 - patient health * 5 | ||
Heart attacks | NPC's Bed | From the start of the event a timer will be set. After that amount of time, the patient will have a heart attack. If the player doesn't interact with them within 20 seconds, the patient will die. | 100 - patient health * 5 | If the cardiogram is working, it will alert the pager. Alternatively, the player going into the room. | This is the primary method of patients dying. This can also only happen if the patient is in there bed, and succeeding at the check will give the patient 1 health. |
Prayer | Random location in prayer table | The patient goes to pray | 5% | Finding the patient, seeing them not in bed | More in patient table |
Hungry | Kitchen | The patient spawns in the kitchen | 5% | Finding the patient, seeing them not in bed | More in patient table |
Request medication | NPC's bed | Patient refuses to interact with the player until they are given medication | 5% | Seeing the patient in bed, them asking for stuff | More info in patient table |
Hiding | Random location in hiding table | Patient spawns in hiding spot | 5% | Seeing the patient, seeing the bed | More info in patient table |
Patient Table: https://github.com/Afronomical/Producing-Games-24/wiki/Patients#patient-states
Player Tasks
There are also some player tasks that need to be completed. These will show up on the clipboard, on a seperate page to any of the patients. These don't generally affect the patient on failure, but have a larger effect on sanity, and could be intergrated into other systems, potentially being used for horror events, or by the demon abilities. The player has a 75% chance of having one of these tasks, and will have at most one of them.
Task name | Location | Effect | Chance To Happen | Cost of Failure | Reward For Success | Extra info |
---|---|---|---|---|---|---|
Pray | Altar | You have to pray for 5 seconds at the altar | 25% | -2 sanity | +4 additional sanity | |
Clean | Set table of locations | You have to wipe down a specific area from a random table, which takes 5 seconds to complete | 20% | -4 sanity | +6 sanity | The player is told the location of the cleaning |
Check Fuse | The basement | You have to go an interact with the fuse box in the basement | 10% | If this is failed, it doubles the chance of the demon triggering a full blackout, until this task is succeeded. | If this task has already been failed, it resets the chance of the demon triggering a blackout to normal, otherwise, gives +8 sanity | Requires the demon to be capable of triggering a full blackout |
Check Water | Basement | You have to interact with some pipes in the basement | 25% | -4 sanity, each patient loses 1 health | + 2 sanity | This is primarily to give more purpose to the basement |
Set clock | On the top floor of the church room | The clock will be ticking irregularly, and interacting with it will make it stop | 20% | -4 sanity | +2 sanity | Requires a clock asset, could fall out of scope with the artists. Any alternative reason to use this area with the tasks would be welcome. |
Heart Attack chance to happen
The logic behind the heart attack chance to happen is that every one health the patient loses is a 5 percent higher chance the patient will have a heart attack. This is the primary (and currently only) way a patient can die. It also means that at 0 health, there is a 100% chance the patient will have this event trigger, unless they wander, but the player can still save them.
State Machine
For this to be possible, there will need to be a state machine, capable of interfacing with other state machines in the game, specifically the NPC machine, communicating with the sanity meter, and holding these states, as well as picking tasks according to the set chances.