the game I'm currently working on is about escaping a prison, in a low-fantasy medieval-like universe.
here's how it looks so far (the HUD is a placeholder, the level's is a WIP and the character still needs a proper prisoner-like hair)
if I'm able to complete all the features I want without cutting anything it'll offer one-handed swordfighting, fist fighting, an oblivion/skyrim-like inventory system, a randomly generated dungeon (the prison itself), a stealth factor and suitable AI. As bonus it might also offer an online scoreboard with a ranking based on time to escape, number of guards killed (both for killing much, and for killing little), etc.
anyway to make things a little more interesting, lately I've been toying with the idea of including the usually overlooked but apreciated feature of allowing the player to solve a problem in multiple ways.
However the game is still down to escaping a prison, which you can do by force (easier to get killed since there's no health regen) or using stealth (though, get caught and you'll have a horde of guards upon you).
There's also the option of maybe freeing a few prisoners out of their cells (the player character is a POW, so it's not like you'd be freeing criminal scum), and once freed they would pretty much follow you everywhere and help with fighting guards - though coding an AI for friendly followers usually ends up as something clumsy, specially having a stealth factor.
And finally, maybe the option of escaping your prison cell in multiple ways, but the problem is how.
My initial idea is that after some time of scratching the walls for loose rocks in the cement, he's able to tear a couple off and eventually build two lockpicks out of grinding them. Of course if you start the game with the lockpicks already at hand there's no need for a different way to escape the cell. If on the other hand I were to include different options that are not too obvious would force the player to think, but then needing a grinding mini-game is just silly, saying he instantly got two lockpicks after scratching the walls sounds silly too, and a black screen with the text 'some days later' just sounds too easy and uninvolving.
I don't want the whole 'escaping' to seem like something very easy to do, after all the jailors are not idiots.
so besides my initial idea (which might just be silly itself!), I've thought about the typical 'fake you're super ill, wait for the guard to open the cell and ambush him', but this one seems very instant in nature while choosing to grind stones to build lockpicks seems like a longer-term plan, so it doesn't seem to me that they can fit together as 'decisions'
I'm looking for some input here. what other ways can you guys come up to for escaping a prison cell?
and in general, ideas to allow different choices would be good too. and better if they don't require too much extra dev effort
Edited by Chosker, 21 March 2013 - 06:18 PM.