It’s said that repeating the same action whilst expecting different results is the very definition of insanity. I find that rather interesting, considering chaos theory is basically that in one sense. In any sense, I mention this because I finished the sanity system for ReTurn Uninvited.
It’s rather simplistic due to it working the way it did in the original game. I don’t want to spoil it completely, but basically it’s a form of time limit imposed on you. You will start the game with 100 sanity points. If it drops to zero, bad things happen to good people. Now, I am not a fan of time limits in my puzzle games, so I included the same triggers the original game used. The estate’s effect on your sanity won’t begin immediately, and it will be possible to stop it. So in short, the time limit is rather optional.
Despite it being an optional time limit, I’m glad I was able to include it. Especially since I never ended up implementing the torch system in Shadowgate ReBorn. I believe the main reason for that though, was because that time limit was mandatory.
Anyways, that’s all for now. I’ve got some rather decent progress made on the game, and I just figured I’d give an update.
Sounds like an interesting concept/system. I wouldn't mind seeing it in play, though you have to be mindful that people don't like instant game overs or bad endings based on making the wrong choices and running out of a commodity - the commodity in this case being sanity points. Still, it sounds interesting. ;p
Thanks for the input. :D
I give the player more leniency regarding it than the original game does, and I do plan on making it a bit more clear on what's causing the player's descent. Like I said, it's rather simplistic, so I don't think it should be too much trouble.