[Suggestion] Inverse Roles.

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Dr. Sepulveda
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[Suggestion] Inverse Roles.

Postby Dr. Sepulveda » Sat Sep 14, 2013 6:36 pm

I have this idea, and I'm just throwing it here to see if is just silly, or it can make his way throught. Discussion is ofc encouraged. :)

Also, all english I know comes from teh internet and youtube, so please be gentle. :oops:

¿What if is there's a mode, maybe a terminal late game mode only, where you, the player takes control of one of the convs? Let's say story-wise you get too greedy as the warden or whatever, and then you are sent to prison. So in this mode you directly control just one inmate and nothing more. And your goal here ofc. is to breakthrough your, not-so-long-ago beloved prison? I can easily imagine a thug life where your goal is to create riots, stole stuff, contraband with others while beign undetected, and finally make your way out of the prison, instead of keeping everyone inside for years to end.

I think it could be VERY amusing to play that part. To create your plan to get out, and finally succeed, or get caught in the act, and then get sent to the chair and game over :mrgreen: .

Maybe is such a ton of work more than I'm just talking about a different game, and this is silly.
Maybe is not interesting or amusing to play a game like that really (but I do think it could be incredible addictive),
Or maybe is just a plain great idea, I dunno.

Also I think a fan mod could be built around this idea, but as I concieve this, is more like a final chapter in the game, so I do hope this mode founds his way into the official release.

Build, mantain, then breaktrough from the point of view of an inmate, repeat.
Also, this way you will be fighting against yourself all the time while you are playing, and that looks to me a rather elegant solution to a multiplayer-free game.

Build a near-impossible escape prison, get everything under control while doing it, and in the end try your best to breaktrough off your beauty. ¿Maybe joining forces with other inmates a-la Clint Eastwood Alcatraz film? You know, the climaxing best part of any prison movie is the fucking break :mrgreen: :mrgreen: . Since PA is so grounded in prison lore, I really think the break is a must.

I'd like to hear Chris and everyone about this. :3 Of course while you play as an inmate, everything else should go on-rails, but most of the time the game does just that, so I do think this rambling is not so incredible random as it could sound at first. ¿Instigate needs to obtain indirect riots? ¿Using a lousy riot to develop your plan ahead, getting access to places and things otherwise you cannot get? ¿But if you are instigating riots, you are under a much tighter surveliance?. Things like that. I really like the idea that in this mode you can manipulate the already built prision indirectly, and manipulate it in ways you cannot predict, like riots burning parts of the prison that contains parts you need to escape or things like that, so you end screwing you own plans and for instigate half burn of the prison, you get a penalty life. As I said, this is just an idea but I see potential here. :roll:

pd. In the video you guys said "make prison architect the best game it could be". So here it is. I happily help further to make this idea in the game, but I'm afraid my field is Gprahics and not programming. Sorry. But in the case of need you can count on me. :o

Cheers.
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Re: [Suggestion] Inverse Roles.

Postby _alphaBeta_ » Sun Sep 15, 2013 2:47 am

Sounds interesting, but also like a lot of work to implement as this is essentially a new game mode. Would certainly put a different twist on the late-game.
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Re: [Suggestion] Inverse Roles.

Postby craftier99 » Sun Sep 15, 2013 12:34 pm

I like it, but it would have to added down the road. perhaps late alpha or even in beta.
All in all i like it 1+.
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Re: [Suggestion] Inverse Roles.

Postby perryliu97 » Sun Sep 15, 2013 1:44 pm

Could make the campaign a lot more interesting.
Perhaps it can be the last mission?

Definitely like this.
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Re: [Suggestion] Inverse Roles.

Postby Dr. Sepulveda » Sun Sep 15, 2013 7:58 pm

Perhaps it can be the last mission?


My intention, exactly.
pd. In the meantime I localized the game to Spanish my mother language.

update. I digged a little bit more in the code that's available, and is pretty easy to follow. Unfortunately, looks like the capability of create this game mode, involves access to the source and is not released at the moment. So, I'm gonna mail this directly to IV and see what happens.

I cannot do much more now. So let's hope 4 the best. :p
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Re: [Suggestion] Inverse Roles.

Postby spinroblox » Sun Sep 22, 2013 1:07 am

maybe just you do the crime in a small closed level get caught and come to prison on one of the trucks via a seperate game mode option :D
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Re: [Suggestion] Inverse Roles.

Postby perryliu97 » Sun Sep 22, 2013 7:46 pm

spinroblox wrote:maybe just you do the crime in a small closed level get caught and come to prison on one of the trucks via a seperate game mode option :D


The crime should be more prison related. Maybe... as you continue as a warden, you realise the injustice of the system? In the second to last mission, you are ordered to execute someone you know perfectly well is innocent.
Now, just like Uplink's campaign "branch-off"...
You can continue with it or plan his escape by "accidentally" opening all gates.
This will in turn change the final mission.
If you help the innocent dude, you get sent to prison and have to escape.
If you don't, the prison riots, and your final task is to suppress your very large prison no matter the cost.
Call riot guards. Call firefighters. Electrocute them. Start fires. Nobody cares, as long as you get the job done.

this might sound really weird, but hey, this game can be set in some weird place :D
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Re: [Suggestion] Inverse Roles.

Postby paktsardines » Mon Sep 23, 2013 7:59 am

This has been suggested many times before.
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Dr. Sepulveda
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Re: [Suggestion] Inverse Roles.

Postby Dr. Sepulveda » Mon Sep 23, 2013 8:30 am

paktsardines wrote:This has been suggested many times before.

So chances for an implementation are higher. I'm happy. :D
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Re: [Suggestion] Inverse Roles.

Postby JASPer.Gamer.9.0 » Tue Sep 24, 2013 10:32 am

Also, Also, Also.
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Re: [Suggestion] Inverse Roles.

Postby xander » Tue Sep 24, 2013 2:41 pm

Dr. Sepulveda wrote:
paktsardines wrote:This has been suggested many times before.

So chances for an implementation are higher. I'm happy. :D

The conclusion does not follow from the original statement. Yes, it has been suggested over and over again. That implies nothing about the likelihood that it will get implemented. In fact, the magnitude of the change that you are asking for (essentially writing a whole new game) augers against.

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Re: [Suggestion] Inverse Roles.

Postby prototype » Tue Sep 24, 2013 5:05 pm

Great idea .. for another game I am afraid.
Considering there is a limited amount of resources to spend on this game and there is still a ton of work left ......
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Re: [Suggestion] Inverse Roles.

Postby Dr. Sepulveda » Wed Sep 25, 2013 11:43 am

xander wrote:
Dr. Sepulveda wrote:
paktsardines wrote:This has been suggested many times before.

So chances for an implementation are higher. I'm happy. :D

The conclusion does not follow from the original statement. Yes, it has been suggested over and over again. That implies nothing about the likelihood that it will get implemented. In fact, the magnitude of the change that you are asking for (essentially writing a whole new game) augers against.

xander


Not entirely sure it's in fact a new game. In the introduction you control edward for a little period of time, and what about special units, guards, etc. So that part is already implemented :P Ofc I realize there's much to be programmed in top of the source code for a radical mode like this to work, but there's a difference asking for the mün, and for this. From my POV, most of the gameplay will ( and should ) remain intact, the "only" change is the way you interact with the "assets". At least this is a good candidate for an "expansion set" if such a thing will ever exist. (no).

Just sayin'. Do not take this suggestion as a demand. Ofc I will be more than happy to see it implemented tho. Anyway I'm happy that the suggestion at least was considered, then approved of discarded for whatever reason.
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Re: [Suggestion] Inverse Roles.

Postby MAdMaN » Wed Sep 25, 2013 12:28 pm

Dr. Sepulveda wrote:In the introduction you control edward for a little period of time

At no point during the intro do we control Edward.

Dr. Sepulveda wrote:and what about special units, guards, etc.

That's indirect control. You're telling them to go to a place but they figure out for themselves how to get there. We don't move them to that place.
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Re: [Suggestion] Inverse Roles.

Postby knoest26 » Wed Sep 25, 2013 1:25 pm

I don't really see how this would be fun... I always build my prison in such a way that prisoners will have to dig for about 4 days straight to make it out and the chance of that happening combined with the fact that they have to get the contraband past many detectors and will get their cells searched for everything the do. It seems a bit boring and a lot of time, time which they could spend on other cool features like roofs with Airco as utillity

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