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Build a playable and...

Alex Zhitkevich

About

Build a playable and simulation-ready Machinations diagram for my game “Wanted On Campus”.

GAME TYPE
Wanted On Campus is a Godot university-life RPG and relationship simulator. The player explores a campus and city, meets adult NPCs, completes quests, fights enemies, plays mini-games, increases personal stats and relationships, receives phone messages, and unlocks new characters, locations, story events, and media rewards.

MODEL PURPOSE
Test whether the player can complete the main story and develop at least one relationship route during an 11-day campaign without excessive grinding or accidentally reaching maximum stats and relationship too early.

TIME SYSTEM
- The campaign lasts 11 days.
- Every day has four periods: Morning, Day, Evening, and Night.
- One major activity consumes one period.
- At Night, the player may sleep and advance to the next Morning.
- Phone conversations do not consume a period, but each contact may activate no more than one new phone episode per day.
- The maximum theoretical number of major action slots is 44.
- Display the current day, current period, and remaining action slots.

PLAYER ACTIONS
At each available period, let the player choose one of these actions:

1. Continue the main story.
2. Complete a quest.
3. Play a mini-game or train a stat.
4. Meet or date an unlocked NPC.
5. Explore for an item, secret, contact, or location.
6. Retry a failed activity.

Main story actions, quests, mini-games, meetings, and exploration normally cost one period. A failed quest or mini-game costs the current period but may be retried later.

PLAYER STATS
Create four resource pools, each starting at 0 and capped at 100:

- Athleticism
- Coolness
- Style
- Intellect

Use editable rewards based on the current game:

- Athletic mini-games usually give +14 to +18 Athleticism.
- One existing Sport QTE currently gives +50 Athleticism. Keep this value as an editable parameter and create a comparison scenario where it gives +16 instead.
- Intellectual mini-games give approximately +10 to +18 Intellect.
- Coolness mini-games give approximately +15 to +18 Coolness.
- Style mini-games give approximately +13 to +15 Style.
- Prevent rewards from raising a stat above 100.

RELATIONSHIP SYSTEM
Create a separate relationship pool from 0 to 100 for each important NPC:

- Campus Police
- Cheer Captain
- Goth Underachiever
- Faculty Curator
- Postgrad Researcher
- Archivarius
- Technocobra
- Agro Furry
- Grim Reaper
- Campus Nurse

An NPC must first be met in person before their phone contact and route become available.

Phone and live-dialogue choices may produce:
- Weak/fallback result: +3 to +14 relationship.
- Successful stat-check result: +18 to +40 relationship.
- Bad choice: 0 or a small negative relationship change.

Keep all relationship rewards editable and cap relationships at 100.

Create editable relationship milestones:
- 10: established contact
- 35: personal event or date
- 55: major route reward
- 65: late-route event
- 100: maximum relationship

ATTRACTION AND ROUTE GATES
Use these current stat requirements:

- Cheer Captain requires Athleticism >= 20.
- Faculty Curator requires Intellect >= 25.
- Goth Underachiever requires Coolness >= 20 OR Style >= 15.
- Postgrad Researcher requires Intellect >= 35.
- Archivarius requires Intellect >= 30 OR Style >= 20.
- Technocobra requires Coolness >= 30 OR Intellect >= 30.
- Agro Furry requires Athleticism >= 20 OR Style >= 15.
- Grim Reaper requires Coolness >= 30 OR Intellect >= 25.
- Campus Nurse requires Athleticism >= 20 OR Style >= 20.
- Campus Police requires Coolness >= 30 OR Intellect >= 25.

If a stat gate is not met, the player may still receive a weaker dialogue result but cannot access the advanced route event.

MAIN STORY CHAIN
Represent the main demo/story progression as sequential unlocks:

1. Receive a phone message from Campus Police.
2. Visit the police station and complete the tutorial conversation.
3. Go to the club and defeat 5 hooligans.
4. Obtain the Club Pass Drive.
5. Return the drive to Campus Police and receive a reward.
6. Deliver the drive to the school or university.
7. Meet either Cheer Captain or Agro Furry as the first school contact.
8. Unlock Technocobra.
9. Complete a computer mini-game to decode the drive.
10. Unlock Goth Underachiever and the Welcome Night club event.
11. Reach the Welcome Night hook and continue into the larger story.

Each main story stage normally costs one period. Failed combat or mini-games cost one additional retry period. Side activities improve stats and relationships but may delay main story progress.

QUEST AND REWARD OUTPUTS
Activities may produce one or more of these resources:

- Quest progress
- Required item
- Player stat points
- NPC relationship points
- Phone contact
- Location access
- Story flag
- Media or gallery reward

Important quest examples:
- Destroy 3 plants.
- Find and return a diary.
- Complete a sport reaction QTE.
- Complete a treadmill challenge.
- Find a blue book.
- Craft a green reagent.
- Defeat 5 hooligans.
- Deliver the Club Pass Drive.

PLAYER BEHAVIOR SCENARIOS
Create adjustable strategy selectors or separate simulation scenarios:

1. Story-focused:
   60% main story, 25% relationship activity, 15% training.

2. Romance-focused:
   30% main story, 50% relationship activity, 20% training.

3. Stat optimizer:
   25% main story, 25% relationship activity, 50% training.

4. Random/casual:
   Approximately equal probability between available activities.

Do not allow the player to select activities that have not been unlocked.

SUCCESS CONDITIONS
At the end of Day 11, measure:

- Percentage of simulations that reach the Welcome Night story hook.
- Percentage that reach Relationship 65 with at least one NPC.
- Percentage that achieve both goals.
- Average day and period when each main story stage is completed.
- Average and distribution of all four player stats.
- Average relationship value for every NPC.
- Number of wasted periods caused by failed or locked activities.
- Number of players who become progression-blocked.
- Frequency of stats or relationships reaching 100 too early.

BALANCE QUESTIONS
Use the model to identify:

- Whether 44 periods provide enough time for story and relationship development.
- Whether the +50 Sport QTE reward makes Athleticism progression too fast.
- Whether relationship rewards of up to +40 make routes reach 100 too quickly.
- Which stat gates require excessive grinding.
- Whether romance-focused players can miss mandatory story content.
- Whether story-focused players can still unlock at least one meaningful route.
- Recommended stat rewards, relationship rewards, and gate thresholds.

DIAGRAM ORGANIZATION
Organize the diagram into clearly labeled groups:

1. Calendar and Action Selection
2. Main Story Progress
3. Player Stats
4. NPC Relationships and Route Gates
5. Quest and Mini-game Rewards
6. End-of-Campaign Metrics

Expose all important values as editable registers. Use gates for choices and stat requirements, pools for stats and relationships, converters for activities and rewards, and end conditions for success or failure.

Do not add money, shops, stamina, hunger, or a general economy in version 1 because those systems are not currently implemented in the game.

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