Gameplay Elements

 

Calendar & Time Keeping System

 

SalesCapade will include several important time-tracking elements.  The purpose of these elements are to add to the challenge and fluidity of the game.  Certain customers may only be reached during particular days of the week.  The game will utilize a 20-day calendar, representing a 'quarter'.  Four quarters make a year.  Each week consists of five days, with the fifth being used as a day of rest and shopping downtown.  The game's storyline will also unfold during the weekly meetings...Each day will most likely consist of 5-7 minutes of actual play time.  It is not intended that time spent reading windows should consume gametime, neither should actual sales calls.  Time exploring and walking around will consume time, however, in the vein of Harvest Moon. 

 

Note:  Perhaps best plan may be for time to stand still while in the office.  Then for time to tick while exploring outside.  In this way, presentations can be "scheduled" via teleconference calls?

 

Customer Battles

 

To increase gameplay without increasing the game's population, multiple products could be sold to each customer.  For demo purposes, one product should be created to be sold in one part of town over the course of one quarter.  This will make initial coding and art design more simple in order to get a working in-game interface.  If a bad pitch is made and the sale is lost, perhaps a time lapse of several days should occur before the player can try again...this time the customer will be levelled up, but hopefully so will the player.

 

Stores & Shops

 

With your hard-earned commission dollars, you can purchase some fantastic products that will either enhance certain aspects of your personality, increase the aesthetic appeal of your office/apartment, or buy time-saving equipment that could allow you to increase your leads.

 

 


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