A depiction of the in-game intoxication system, illustrating the different states a character can enter depending on their alcohol intake and the sequence of consumption.
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When a character is struck with beer prior to liquor, their level of inebriation escalates more rapidly. This mechanic is driven by a self-applied damage multiplier that amplifies effects based on drink order.
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In this scenario, exposure to liquor alone results in regular damage, as no beer was consumed beforehand to intensify the outcome.
An overview of the scripted intoxication stages a player experiences prior to blacking out.
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As the player consumes more alcohol they begin to, one after another, encounter issues with their five senses. Think of it as a health bar where they encounter various symptoms when it has been depleted a specific percentage.
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The image shows that sight is affected first, which causes the player to get a bit of double vision. Hearing is slowly affected afterwards by adding a low pass filter for a muffled effect. Touch then begins to go, meaning that the the physics start to become deliberately wonky. Taste means that any additional alcohol intensifies the entire experience. Smells means that even being near someone with a drink increases the effects even further. Anything beyond this point leads the them passing out and respawning.
Presenting the programmable states behind a conventional firearm-inspired weapon, offering a framework for managing various shooting-based actions.
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Each action with the weapon depends on specific triggers that lead to different sequences. Each are designed to reflect the player's intention with visual and functional clarity.
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The image above illustrates a familiar feedback system found in many shooters. If the player reloads before their ammo is fully depleted, the process completes more quickly as a reward for foresight and timing.
Illustrating the coded states needed for a player to gradually reduce their blood alcohol content during gameplay.
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The mechanic functions similarly to health regeneration. When a specific item is used, the player can recover lost hit points while also reducing the impact of intoxication.
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The flow chart above shows how drinking water moves the character closer to a sober state. In cases of extreme inebriation, two items may be needed to fully remove all effects.