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Critical Path

The critical path section will detail the typical path that the player repeats in order to progress through the game.  This path is therefore always cyclical in nature and will include all of the mechanics that the player will commonly use.

The critical path is best described using a graphic chart.  Each part of the critical path flowchart is numbered and detailed in the following list of states:

  1. Player is in the labyrinth - This is the normal state of the game.  It includes any time the player is moving through the game in the normal 'top-down' view.
  2. Examine dead body - This mechanic allows the player to look at the gear that was owned by enemies that were killed.  While examining a body the player has the option to either return without taking anything, or to loot gear from the body.
  3. Loot dead body - This mechanic allows the player to take gear from a fallen enemy.  The gear that can be taken includes weapons, items, or armor.  The player can choose to take as much gear as they can carry and add it to their inventory.
  4. Start combat - This starts the combat cycle.  The player can only exit the cycle through winning, losing, or running from combat.  Combat can only be started by choosing to enter combat when the player is in state 1.
  5. Attack with weapon - This is how the player does damage to their opponent.  After doing this action, the player will either defeat their opponent or will have to defend against an attack (state 9).
  6. Choose weapon - This option allows the player to switch the weapon that they are currently using in combat.  After choosing this option the player will always have to defend from an attack (state 9).
  7. Attack with item - This option allows the player to attack their opponent with an item as opposed to a weapon.  After choosing this option the player will always have to defend from an attack (state 9).
  8. Run from combat - This option allows the player to leave combat without winning or losing the fight.  Choosing this option will take the player back to state 1.
  9. Defend from opponent's attack - In this state, the player must use their shield to defend from their opponent.  This is the state where the player takes damage while in combat.
  10. Win combat - The player strikes a killing blow against their opponent.  The fight is now over and the player can examine the opponent's body.
  11. Killed in combat - The player lost all their health while defending (state 9).  The player must now reload the game in order to return to state 1.
  12. Approach shrine - The player is looking at a shrine they've found.  Each shrine does different things, and in this state the player can see which god the shrine belongs to, if it can be used and what they will need to do to use it.
  13. Use shrine -The player is making use of a shrine.  This means that the player is upgrading gear, replenishing health, etc.  For more info on this process see the 'Interactive World Elements' section.
  14. Examine object -The player has found an object on the ground.  In this state, the player can look at the object before they pick it up and try to see if it will actually be of use.
  15. Pick up object - The player has examined an object and decided they want it.  In this state, the player can take an object from the ground and add it to their inventory.
  16. View non-interactive object -The player has come across some kind of non-interactive object.  This is probably a statue, engraving, tapestry or some similar other item that can yield useful information but is not actually physically used or manipulated.  In this state, the player can observe the object to gain an understanding of historical context, information about the labyrinth or hints for quests.
  17. Talk to NPC -The player has found someone they can converse with.  In this state the player can see the character they are talking to as well as dialogue options for what to say.
  18. Interactive object -The player has come across an object that they can interact with.  When interacting with an object, the players can either use some of their gear with the object or they can manually manipulate it in some way.
  19. Scripted game behavior -This state is something that is abstract.  This state represents all of the game behavior that cannot be accounted before because it is not in the game engine.  The scripted behaviors can potentially be different for any object, character or scenario.



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