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.