GAME LOOP DEFINITION: Wake Up and Smell the Growth
Added 2024-03-06 02:57:51 +0000 UTC
Update so I removed this Graph is outdated this is V1 of this. I made a post to update.
One thing Nina's Leap is, a video game, so we have a game loop established for 1) addiction and 2 Entertainment. Below its a detailed breakdown of it.
- Pre-Day Check-In:
- The game evaluates Nina's current size against her size from the previous day, initiating the morning sequence.
- Potential status CGs or text alerts about inventory items (food expiry, coffee stock, etc.) set the tone for the day.
- Morning Check-In (Interactive):
- Players decide Nina's activities: shopping, eating, socializing, or visiting various city locations.
- Eating at home saves time but eating out costs time and money yet provides faster satiety.
- Nina has 4 energy units (3 regular + 1 critical for work) and 1 hunger unit. Players are warned against using the critical energy unit unless necessary.
- Energy is consumed by activities; visiting stores, eating out, or engaging in extensive activities deplete energy hearts.
- If ending this phase with 2+ energy units, the Midnight Hours phase unlocks.
- Work Night:
- Nina works at the bar, her earnings significantly influenced by her appearance and interaction with customers. Tips constitute 59% of her earnings, with a monthly salary assessed during the Pre-Day Check-In.
- A detailed CG illustrates Nina's work environment and interactions.
- After Work (Interactive):
- Post-shift, Nina can interact with colleagues and patrons, offering opportunities to build relationships and gather useful information.
- Comparison and friendship-building with colleagues like Ashleigh, Jill, and Emi occur during this phase.
- Midnight Hours (Interactive):
- Available only if Nina conserves enough energy post-work, this phase opens up nighttime-specific locations like bars and midnight markets.
- Unique interactions and activities are available, mirroring the day phase but with nocturnal twists.
- Overtime (Optional Override):
- Triggered by special events or an employer's request, accepting overtime offers double pay and increased tips at the cost of entering the Midnight Hours phase.
- An "After Overtime Work" scene may have fewer interactions due to the reduced presence of people.
- Sleep Check-In:
- A brief message reflects Nina's state or thoughts, transitioning from the active day to rest.
- Day-In Check-Out:
- Visual and auditory feedback displays the day's progress: size changes, weight gain, and other metrics are summarized with engaging animations and sounds.
- Post-Day Message Check-Out:
- Nina receives a reflective or anticipatory message about her growth, activities, or physical state, setting a narrative context for the next day.
- Extra: Post Gym Check-Out:
- After gym sessions, a summary screen details the muscle gains and effects of Nina's dietary choices on her workout, offering insights and potential multipliers based on her protein intake and food consumed.
for more information GDD
I composed a Game Design Doc
https://docs.google.com/document/d/1rb4codzy0glkuhNwNOo7GBDmFKA8WhvsQISA-4_68sc