One of the biggest questions I'm still facing is how decision making should impact gameplay.
- Option 1: When a random event pops up, the dice are rolled and the number is tested against player stats. The player is given the choice which stat to test against. The results are based on a simple pass/fail. Afterwards, experience is gained like a typical RPG. Not much choice really, but the process is easy to understand.
- Option 2: A random event occurs, let's say it's dangerous, the player can choose to spend Action Points to alleviate the damage but there are a limited number of Action Points available so if something else pops up later, the player may not have enough Action Points down the road. The choice is about balancing the current issue against future risks.
Energy Costs and Calories
According to the research, Scott and his crew were each burning about 6000 - 7000 calories per day while travelling across the ice, and somewhere near 11,000 calories while climbing up to the Pole. Their rations contributed about 4,500 calories per day. 3,500 calories is approximately equivalent to 1lb. At the end of each week, every crew member was losing about a pound of weight. Getting to the Pole and home again was a race against time.
- Dogs have been added, although you can't kill and eat them yet.
- The Morale indicator has been added, but there are no mechanics attached to it yet.
- The player can now change their daily rations by accessing the sledge while on the tent map.
- Added some tent maps.
- All travel maps have been re-done, added more travel maps.
- Added music and ambient sounds.
- Added weather, weather visual effects and sounds.
- Accessing the diary entries of the explorers is now programmed through a common event.
- Unified set of crew stats.
- Frostbite, Scurvy added.
Adding more little bits of color to the game has been really fun. I've become more adept at a lot of the pixel work, which means improvements in the little things, as well as a revisit of the old things.