XaiJu
bagoolworks
bagoolworks

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Discipline Delivered Game Mechanics (Part 4)

Hi again,

So jumping right into it, the next two of the major gameplay components are the promotion system and training mode. These are two fairly straightforward ideas I had for the game which I think will fit certain niches people will appreciate while also being true to the game's theme and suitable in-universe solutions to things players might want to have in the game.

The promotion system is meant to be an indicator of the player's progress through the game, and will give the player a feeling of progression and accomplishment. My current idea is that each "level" in the promotion system will be achieved through certain tasks, like doing a certain amount of jobs above A rank, doing one S rank job with each implement, or doing jobs for every available character. The exact qualifications needed for each promotion aren't decided on yet, but those examples are what you could expect to see for them in the game when the system is implemented. The functional purpose behind the promotion levels besides just a feeling of progress, is that each new level will unlock more purchasable items from the shop. The idea is that with greater trust/authority, the player will be trusted with more rare, useful, or special items. I think this sort of progression system will be enjoyable and add a nice bit of flair to the game. This system will likely be added quite late into development when most of the features have been developed and added to the game, as that way I'd have better luck deciding on what items to lock behind which levels.

The training system is a relatively simple concept. It exists as a way for the player to replay specific jobs that they want to attempt at any time. The in-game justification is that you're replaying a recording of the spanking already performed for the purpose of training your skills. So you won't actually be completing any missions and won't receive any rewards. The entire purpose of training is experiencing what you want without any hassle of waiting to see a certain mission be generated again, or worrying about getting a poor result from paying less attention to the notes.

Tomorrow I'll be covering the Records system, my last major system planned for the game. 


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