Created: 2023-07-09T21:31:15-05:00
Dialogue sections 1a. Character portrait on left and right side of the screen 1b. Text bubbles point towards the character who is speaking 1c. Text typewriters in over time. Surprisingly, word wraps correctly rather than re-typesetting while the letters are being added. 1d. Choice boxes appear sometimes; standard VN affair. 2. Chase timer 2a. FTL mechanic. Antagonist is a hard timer that makes you lose the game. Traveling to a new map zone adds time back on to the timer. 3. Resources 3a. Couple of resource counters. Spent and gained through dialogue choices. 3b. Crew also seems to have some kind of morale mechanic. Spending time and resources to send them to casinos vs. consuming morale by having them work jobs. 3c. Have to obtain "leads" at each port of call. 4. Transit 4a. With enough leads you can go to a new planet. This has a tracker for so many slots which pull events from a deck. Depending on jobs done the event can be a charity event which gives you resources or skips cells. Otherwise its a dialogue event which may charge resources. 4b. When each event cell has been traversed or skipped the warp is complete and you arrive at a new port. 5. Deployments 5a. Jobs 5a1. One-off events at a particular station. 5b. Facilities 5b1. Reusable events at a particular station. 5b2. Trade 5b2a. Some events let you trade one resource for another. 5c. Mechanics 5c1. Must place crew characters to put them on the job. 5c2. Takes time resources to advance along a pre-scripted scenario. 5c3. Sometimes the scenario triggers bits of dialogue that have to be resolved.