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Sprint 3 - Team 7 task ticket 4: Implement the game logic of win/lose condition #137

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LIU-Evelyn opened this issue Sep 23, 2022 · 2 comments
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task New task as part of implementing a feature Team 7

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@LIU-Evelyn
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LIU-Evelyn commented Sep 23, 2022

Description

Task: Implement the game logic of win/lose condition and match the sub-feature
Feature: Win/lose Condition for Selecting Traitor: Goal 4

In the game, it is necessary to provide the player with a complete set of winning and losing conditions to reflect the playability of the game. For the most important interaction, players need to find out who is destroying Atlantis, then expel him and save Atlantis. Therefore, it is necessary to implement the game logic of the player selecting a traitor and what may happen if the wrong traitor is selected, and what may happen after the selection. This includes judging whether the selected NPC is a traitor, whether the time has run out, etc. In terms of cooperation, these logics need to be combined with the end menu to update the game state.

Example

  • Show prompt box to the corresponding selection: Choosing to expel different NPCs will pop up a prompt box corresponding to the result of their selection (correct/wrong).
  • Situation after selection: After selecting the correct traitor, a window will appear showing the traitor talking to the player to tell the player how to win the game. (Call function from Team 5)
  • Punishment mechanism: If the player chooses the wrong npc, the player will be reduced by a certain amount of health when the wrong prompt box pops up (the percentage reduction is based on the current health).
  • Failure condition: After the player has used up three selection opportunities or the countdown has run out, the game is over (lose), and the end menu will be displayed. (Call function from Team 3)

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Milestones

Steps that need to be completed for this task:

  • Step 1: Match the corresponding prompt box to the player's choice based on the storyline. (Sep. 26)
  • Step 2: Implement the punishment mechanism after the player chooses the wrong npc (reduce the corresponding health value and countdown time). (Sep. 27)
  • Step 3: Implement the integration of failure conditions, such as used up selections chance and countdown, and can successfully call the end menu. (Sep. 29)
  • Step 4: Implement the storyline that drives the game after choosing the right traitor: the traitor provides information, saves Atlantis (gets the key - call function from Team5). (Sep. 30)

Completion Deadline: Sep. 30

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@LIU-Evelyn
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Step 1&2: ab27b59

@LIU-Evelyn
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LIU-Evelyn commented Oct 4, 2022

Step 4: Detailed process in ticket: #135 #139

Final win/lose logic:

Win: When the player chooses the right traitor, the correct prompt box will pop up, and the information provided by the traitor will pop up after the player clicks the "OK" button. The key will appear on the map at this point (it will not appear until the right traitor is chosen), the player need to pick up the key and use it(in inventory) to win the game.

Lose: Every time the player makes a wrong choice, the corresponding error message box will pop up. When the three choices are used up, the player will lose the game. Every time a wrong choice is made, the player is punished: Health and countdown are reduced by 10% and 20% (The first time and the second time).

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