- Design Document -
URGENT: To Do
Demo
Game Mechanics
User Interface
Art & Video
Sound & Music
Story
Level Requirements
Sales System
Goals
The Sales System needs to be fast and fluid. It needs to simulate the flow of a sales conversation, but also needs to avoid being too "wordy". The challenge in the game should be to read the buyer's reactions and change up the "style" of questioning.
Right now, the biggest challenge is creating a system that is functional and able to be applied to a broad spectrum of buyers. Enemy files will likely be necessary to separate the system from the buyer responses as well as the player's responses.
Like Pokemon, I would want each "enemy" to have its own sound effects. I also believe that humorous animations are essential to keeping the game "fun". I want to avoid an ultra-serious game, and instead create an experience that is fun and engaging.
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Player |
Customer |
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Greet |
Greet Back |
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Question |
Question Back |
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Answer |
Answer Back |
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Present |
Object |
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Close |
Accept |
Leads
Day is finite and broken into segments...some customers will only be available on certain days of the week, or on certain times of the day.
Multi-part leads (i.e. call someone who knows someone)
Management distributed leads (gain favor w/ mngmnt to get more)
Family & Friends (keep in touch or they'll buy elsewhere)
Trash can of coworkers (try to get sales they couldn't)
Scenarios
Boss battles are instead, "Big Sales"
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