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Quick Poll on New Features

Sleuth Admin
Sleuth Admin

I'm working on a few smaller things right now, but there are three bigger updates that I'm considering. Which of these three sounds the most interesting to you?

1) Visitable in-game Agency headquarters where each agent can decorate to their tastes.

2) NPC Sidekicks that you earn who can help you with your cases. An example would be you could tell your sidekick to go stake out a suspect's house and search it when they leave, or question them when they arrive and automatically report back to you when they've completed their task.

3) Mini-puzzles for some skills, like a lockpicking mini game or a research puzzle.

4) More special/rare room types with puzzles built in that require solving to access their containers. I've got a few ideas about how these could be designed in such a way that the puzzles are fairly replayable so that they can continue to provide some challenge even after you've played them a few times.

Replies
Monk as Stottlemeyer
Monk as Stottlemeyer

I would say 2 or 3.

Missy M.
Missy M.

Options 3 and 4 are perfect!

Shaunessy
Shaunessy

Option 2 then option 3
I really do like the surgeon idea as well as the changing your detective appearance. One of the reasons I really like Sleuth is because of its player interaction. Anything that allows the players to interact more with the game would be very cool.

Isadora Duncan
Isadora Duncan

i like the sidekick idead, but changing my detective wouldnt be too bad either...

Grace Lennox
Grace Lennox

Puzzles and mini-games (3 and 4) sounds fun.

Knife
Knife

@ Ben:

1) is certainly nice for decoration, but sounds like a lot of programming work, will probably slow down the opening of the agency window and is after all not really case-related. Should be rather low priority, I think.

2) might be interesting - BUT implementing it in a fair way will be VERY difficult. E.g. newbies tend to miss evidence and yellow notes, so if they send their automatic sidekick to a house, they will certainly find EVERY single piece there, which does not quite match their own scene searching abilities. Experienced players don't have this problem, as they do know how to use the TAB key. So they would gain much less by using a sidekick to search a house. If you send a sidekick to question a suspect, will he use up your charm/intimidation on a random basis? Or must the sidekick have his own skills? When the sidekick enters a suspect's house, must he buy a key, or does he have the lockpick skill? Will the sidekick's skills depend on yours, or not? When you send him to question a suspect, will he automatically ask for ALL info the suspect has, i.e. also about what he knows of other suspects? Or do you have to specify first what the sidekick is going to ask? E.g. "ask for alibi and only if it's obviously fake ask for leads?" or "ask for leads and then for the whereabouts of all yet-unknown suspects?" And how would you use this sidekick? Once per case? Or as often as you like? Will it be allowed to make use of the sidekick in showdowns? And finally: what will it cost to use the sidekick? Will it be like an extra skill you can learn somewhere, e.g. via asking a townie to train you a "convince somebody to do your work"-skill? A lot of very difficult issues, after all.

In my opinion, the only reasonable option to implement sidekicks would be that each detective may have one assistant, and when you tell the assistant to do something (e.g. "enter Xenia's house as soon as she goes out", or "question Albert as soon as he is home") that the game scene switches to the assistant at the proper game time which you have reached with the normal d

Knife
Knife

2) might be interesting - BUT implementing it in a fair way will be VERY difficult. E.g. newbies tend to miss evidence and yellow notes, so if they send their automatic sidekick to a house, they will certainly find EVERY single piece there, which does not quite match their own scene searching abilities. Experienced players don't have this problem, as they do know how to use the TAB key. So they would gain much less by using a sidekick to search a house. If you send a sidekick to question a suspect, will he use up your charm/intimidation on a random basis? Or must the sidekick have his own skills? When the sidekick enters a suspect's house, must he buy a key, or does he have the lockpick skill? Will the sidekick's skills depend on yours, or not? When you send him to question a suspect, will he automatically ask for ALL info the suspect has, i.e. also about what he knows of other suspects? Or do you have to specify first what the sidekick is going to ask? E.g. "ask for alibi and only if it's obviously fake ask for leads?" or "ask for leads and then for the whereabouts of all yet-unknown suspects?" And how would you use this sidekick? Once per case? Or as often as you like? Will it be allowed to make use of the sidekick in showdowns? And finally: what will it cost to use the sidekick? Will it be like an extra skill you can learn somewhere, e.g. via asking a townie to train you a "convince somebody to do your work"-skill? A lot of very difficult issues, after all.

In my opinion, the only reasonable option to implement sidekicks would be that each detective may have one assistant, and when you tell the assistant to do something (e.g. "enter Xenia's house as soon as she goes out", or "question Albert as soon as he is home") that the game scene switches to the assistant at the proper game time which you have reached with the normal detective, you play this assistant as if it was your normal detective (like, you determine the questions to ask, and you look for evidence in the house yourself, and the skills needed, like lockpick or charm/intimidation will be deduc

Knife
Knife

In my opinion, the only reasonable option to implement sidekicks would be that each detective may have one assistant, and when you tell the assistant to do something (e.g. "enter Xenia's house as soon as she goes out", or "question Albert as soon as he is home") that the game scene switches to the assistant at the proper game time which you have reached with the normal detective, you play this assistant as if it was your normal detective (like, you determine the questions to ask, and you look for evidence in the house yourself, and the skills needed, like lockpick or charm/intimidation will be deducted from the detective's skills), just with the advantage that game time does not advance after the assistant has been used. Only one problem (danger of bug): what happens if you order your assistant to search a house when he doesn't have a key and you also have no lockpicks left? Will he enter the house anyway? Or will he stand in front of it and have to loose game time while buying a key from the locksmith?

3) the minipuzzles idea is nice - but what do you get for it? Just open a container? Or a new type of room? What would be in there, then? Actually these minipuzzles should not be critical for solving a particular case, they should rather be a bonus, as there are certainly quite some players who don't always have the time to solve them, or the type of minipuzzles might not be interesting for everyone. As for the implementation, I think there are quite a lot of paintings in the rooms, so it might be easy to implement a safe hidden behind one of them. But then only bonus stuff should be hidden there, e.g. mysterious documents, skeleton keys, or money. And there should always be something (no empty containers), otherwise it would not be fair to ask people to spend time on it. Furthermore, in showdown cases, there should never be minipuzzles.

@ Droid: the X-ray specs idea sounds cool, would save me using the tab key. Often some evidence lies in unclickable places, that would really help.

Knife
Knife

P.S.: hate it that the answer boxes cut your text!

Voy Seven
Voy Seven

@ Joseph and Ben: feel free to join my agency for coat testing, just smail me...

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