labyrinth deck
Posted: 17 Aug 2015, 08:27
With CTI 2 coming out in the near future I have decided to start work on a CTI 2 exclusive deck. It will be known as the labyrinth deck and I will happily accept any help I can get in making it. The idea is to structure the tease as a maze with you stuck somewhere in it with the goal of escaping the maze. There are few few snags in the plan however that I could use some help resolving if anyone has any suggestions.
#1 I would like the maze to actually feel like a maze. Now in theory this should be possible with the new viewer since instructions can reference older instructions. However I'm unsure as to the best method for making use of this. Allowing the players to backtrack at will would be ideal, but I'm not sure how smooth that would be. Perhaps only allowing players to double back when they hit dead ends would be smoother in the viewer?
#2 Ideally the labyrinth would be persistent in case you are unable to finish it in a single sitting. This would not only allow for larger mazes, but would also prevent the player from simply quitting if they hit a dead end and didn't want to backtrack through some rough rooms. The goal should be to finish the maze not just get to the first chance to cum and call it quits. However I have my doubts as to how much data can be stored between teases.
#3 Lastly I would like the player's choices to matter in some way. Perhaps dead ends or rooms with locked up items that would leave the players with the choice to come back for them later having to double back through rooms they'd rather avoid.
As for the cards themselves we would have a few additions.
-(Rooms) instructions that are repeated or have special instructions if you revisit the instruction card.
-(Layout) instruction cards that change the flow of the tease by splitting the path, placing a dead-end, or otherwise preventing/causing you to backtrack.
-(Encounters) one time instruction cards that typically can't be revisited by doubling back. Such as getting a useful item or nasty trap
Some other cards could be used as well even if they don't quite fit into these categories.
That about wraps up my idea for the time being. Any comments, ideas, questions would be apreciated.
#1 I would like the maze to actually feel like a maze. Now in theory this should be possible with the new viewer since instructions can reference older instructions. However I'm unsure as to the best method for making use of this. Allowing the players to backtrack at will would be ideal, but I'm not sure how smooth that would be. Perhaps only allowing players to double back when they hit dead ends would be smoother in the viewer?
#2 Ideally the labyrinth would be persistent in case you are unable to finish it in a single sitting. This would not only allow for larger mazes, but would also prevent the player from simply quitting if they hit a dead end and didn't want to backtrack through some rough rooms. The goal should be to finish the maze not just get to the first chance to cum and call it quits. However I have my doubts as to how much data can be stored between teases.
#3 Lastly I would like the player's choices to matter in some way. Perhaps dead ends or rooms with locked up items that would leave the players with the choice to come back for them later having to double back through rooms they'd rather avoid.
As for the cards themselves we would have a few additions.
-(Rooms) instructions that are repeated or have special instructions if you revisit the instruction card.
-(Layout) instruction cards that change the flow of the tease by splitting the path, placing a dead-end, or otherwise preventing/causing you to backtrack.
-(Encounters) one time instruction cards that typically can't be revisited by doubling back. Such as getting a useful item or nasty trap
Some other cards could be used as well even if they don't quite fit into these categories.
That about wraps up my idea for the time being. Any comments, ideas, questions would be apreciated.