[WIP?] Dust: A Fallout-esque Choice Game

Or maybe I could team up with Nicola Tesla…

Concerning the energy crystals, I have thought of a unique (at least I think it is) application.

Essentially these crystals come in an inert state: gray, where they are generally unreactive to most stimuli. These crystals are in a constant episodic battle for equilibrium. When you cool it, the crystal glows orange with increasing intensity, taking the opposite value of the input temperature and amplifying it internally, so you can still hold it in your hand. The exact opposite happens when you heat it, and the color is blue when heated. It retains this property until more cold or heat is added, or until it hits something hard. The crystal becomes extremely volatile in this charged state, so lets say if you hold it over a fire for a minute or so, and you chuck it at a decently sized pond, it would freeze the entire pond.

Oh and the size of the crystal affects how much energy it can store, and if you store too much it will prematurely release it’s energy. You can tell when it nears this stage because it will start to resonate.

I have more plans for this, and how it will be incorporated into the story.

What do you guys think?
The basics of the crystals will be revealed in the beginning, since everyone wants their hands on them, but should I reveal the background of the crystals in a prologue, or should I sprinkle it throughout the story?
And finally, should the crystals be destroyed in the process, or should they go back to their inert state when the energy is released? If the former is used, then the crystals will be a lot more common. If the latter is used, then they will be extremely rare.

@Trollhunterthethird
Your Nikola Tesla comment inspired me to think of this idea. So thanks :stuck_out_tongue:

For currency, I wouldn’t have just one system, but each person you meet would have their own requirements. As standard, I’d go with food, water, medicine, ammo and energy crystals (batteries) as these are all consumables that people need to survive. Likewise, throughout the game you could make it so the PC needs all of these to survive as well. Then bartering becomes a challenge in itself.

Other characters may have unusual specific requests, for example, clothing or shoes. The PC should have to choose what to take as well - a weight limit!

Yay for Nicola Tesla!

Ok, based on the poll, I’m going to have a mix of currency and bartering, and since all the currencies are so close, I will find a way to use them all :stuck_out_tongue:

Ok guys I have a very limited demo up! I have quite a lot written, just not all of is coded.

https://dl.dropboxusercontent.com/u/171119288/web/index.html

There’s supposed to be an error at the end.

Hehe, I can see nods to the S.P.E.C.I.A.L. system, the Elder Scrolls series, and DnD alignment.

“The rusty metal door to the bar was directly under the neon sign and you could see the silhouettes minuscule insects dazed by the light above.” Seems kind of an awkward sentence.

I think you meant to put cliche with the accent, but it comes out as “cliché”

Would have wanted to know what the C-Pistol was. :frowning:

Not much to go on, but it looks okay so far! Reminds of the old “A group of adventurers meet at a bar” vibe.

I wonder: will you be implementing a reputation system? For towns/factions if there are any.

@Slyde
Thanks for pointing out the cliche issue! I think I’ll just unaccented it and leave it as cliche, since I have no clue on how to make it work.

Earlier I made a post about the crystal system. I forgot to mention that if you shoot a laser through a certain cut for a crystal (like how diamonds are), it will amplify the beam and make it like a real laser weapon.

As for the reputation system, I would like to make something like that, but I am complete garbage at choice script, if you can’t tell by my stats screen. If I become MLG pro at it, then I will surely add it in!

I’m definetely feeling that “Fallout” vibe after reading it.

@Incompatibility your good and evil bar move in opposite directions, I picked ‘Because I have no reason to fight.’ choice and my evil moved up to 70% sorry, if someone already brought it to your attention.

Edit: Oh, and I think your stat chat would look cooler with like

Health then…
Brawn: 5
Awareness: 5
Luck: 5
Acuity: 5
Nimbleness: 5
Charisma: 5
Endurance: 5
then the rest of the stats the B.A.L.A.N.C.E. seem to be kind of an after though when you see really badass cool percentile stats then you scroll down just to see stats that look dull, but it’s just my own opinion.

@2Ton
Thanks for pointing that out! I’ll try and fix it tomorrow, when I have more time. I’ll also try your stat system layout!

I keep getting an 404 error when I choose a weapon