So, the whole of my game is gonna take place on a single really large warship, The Manik. It’s probably going to end up being much larger than ships in real life, but I digress.
One of the things I want to do is limit the areas the player can go to by the current chapter of the game. So as the game goes on, more areas open up to the player. However, I’ve also had another idea, and that is to open areas up with items.
For example, when the player gets a blowtorch, they can cut through some stuck bulkheads (It’s stuck because the whole goddamn ship has been squished like a beer can). Or the player might need a light that doesn’t go out underwater to pass through a submerged compartment.
This comes with one issue- The player getting lost early on. The obvious solution to this is to put puzzles and clues in every area, but the goal structure of this game is spread out over several chapters, and early on the goals are limited to the first few areas.
Getting lost in an unfamiliar area is probably one of the most quintessentially IF things I can think of though, so I have an idea- Fast travel.
Fast travel works by allowing the player to quickly go to a central room of a certain area- for example, the main entrance to the Brig, the Mess proper, the communication terminus. However, you can’t fast travel to places that you haven’t been, and you can’t travel to places that aren’t on your map, which updates as the chapters go on.
As well, most of these rooms are still a bit disconnected from the rooms you’ll need to be in, so there’s still some puzzling and navigation required even when you fast travel.
Fast travel, mostly, is just a way to prevent the players from getting lost in all three dimensions of this map and not being able to find their way back to the area they need to be. It also removes some of the tedium of probing your way through the abstract text-based environment of a goddamn warship while still preserving most of the real navigation-based puzzles.
What do you think?
Thank you.