| Designers | Coders | Implemented | GitHub Links |
|---|---|---|---|
| ThatGuyUSA, The Shadow Government, Maintainers | Me, I did all of the code. | ✅ Yes | PR Links or TBD |
All gamemodes, like any good story, should follow a narrative structure and have story beats.
All gamemodes follow a simple theme; You are working your ordinary shift on a space station, but something has gone terribly wrong. A laying out of the gamemodes structure gives it direction and context to those participating in its development. It also gives shifts a distinct atmosphere which can immerse and elevate the experience for those who are participating and spectating alike. Making for memorable and unique situations that are fun to recount and be told about!
The beats of the story for each gamemode should come naturally to the players as a result of mechanics associated with the gamemode.
Those who are in charge of driving the story forwards should arrive to the same conclusions by being nudged in the direction with options provided to them. Whether it is done through flavor text, skills, or equipment. The behavior should come as a byproduct of the tools provided while still feeling in theme with the gamemode.
All gamemodes should have a clear end goal and conclusion.
There should be no ambiguity for what players should be working towards, a clear and concise goal will keep players thinking how to approach and eventually accomplish said goal.
Those driving the round have freedom to do what they please, ultimately for the sake of reaching their conclusion / goal.
Freedom of approach is encouraged and often makes for memorable round experiences. However, those in charge of the conflict must be given pressures to pursue accomplishing their goals. Even the most interesting conflicts can overstay their welcome.
Never have both sides be in a position where waiting is the best or only move.
Those accomplishing their goals or looking to resolve conflict should never find themselves waiting as the best path forward to ending conflict. Inaction should be discouraged or punished whether it be done through imposed time limits or resource management.